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How was I still able to play the game after the chicken was eaten by the fox and I couldn't collect any more eggs?

Why was I able to eat the baby chick and why wasn't I punished for it with a game over?

The controls also screw with my sense of direction especially with the half second delay that makes me second guess my own inputs; I'd much rather they be Up for Up, Down for Down, Left for Left and Right for Right. I get that the choppy step-by-step animation harkens back to snake on Nokia phones and the chicken guarding, but it's also not very easy on the eyes...

(+1)

1. Why could you still play the game after there are no more eggs or chickens?  We didn't set up the logic to detect that. Actually this is a valid criticism, but I don't think you need to ask why... rather as a critic you should have conviction in your opinion, or just state your observation. It feels kind of condescending to ask why... like you are implying I am a total idiot and you would like me to explain my backward logic.
2. Why weren't you punished for eating baby chicks? We rewarded it. I made that decision. You can blame me personally. Actually we debated several mechanisms [instant death, vegan-snake, pushes chicks/chickens aside]. I chose this route because it was the easiest to implement, given the other code that had been written.
3. Definitely going to change the control schema. I notice a ton of people complaining about the movement not happening smoothly... smooth movement it is!

Thanks for the feedback XD

"It feels kind of condescending to ask why" sorry, I didn't intend to come across that way, I was trying to communicate surprise and maybe confusion too, but maybe I should have chosen my words better :/

(+1)

No worries. I was being a bit overdramatic myself. 

I'd like to revisit these elements, but I'm still struggling to sort out how the logic should be.

If I were to take your implied advice on the previous comment and make the player lose when they collide with a chick (or any moving object), I expect that this will lead to frustration for the player, since they can't reliably predict ahead of time if the chick is going to move into their path on the next game step.

I'm leaning toward, if the snake doesn't eat something, it should  push the thing instead... but this leads to unanswered design questions: in particular, what happens if I push object A into object B?