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(1 edit) (+1)

Tis an awesome idea, I like the extra puzzle element added to classic snake gameplay! Though I was a bit unsure, it almost feels like the puzzle element clashes with the reaction time based gameplay. I was really impressed by the level seen in the bottom screenshot of your game page (idk how else to name them), a few times it tricked me into taking a wrong path where my line of guys were too long to navigate, and it felt like a nice puzzle. But I also found later parts of the game frustrating, where I knew the exact path I wanted to take but just didn't have the timing to make that happen. I'm sure that's in part my fault I know my reaction time ain't the best, but especially as levels got longer and longer, I found that what felt like minor timing errors resulted in a major loss. And that chipped away on my motivation, though I think I did get close to the end. 

An idea that might've helped: maybe if you hit the wall, the last guy in your line could take the blow and return to where you got him, so you'd need to go back and get them, but it wouldn't be an immediate game over. There'd still be tension in spots where you don't have guys + a sort of punishment for failure in that you need to make up a new path on the fly to reclaim them, but I think that'd be less punishing for people with slower reactions. Of course, just an idea though, idk if that works with your vision for the game.

But besides that, you've done a great job, the levels are very clear and concise, it was very easy to scan a level and get all the info you needed, particularly since the floor tiles formed a grid. And big props for going 3D in a jam, the animations on the characters are clean and honestly having 3D characters at all is... wow. And the voices were spot on, particularly love that one guy who actually doesn't like the king! Awesome job and sorry again that I didn't have the persistence to finish, but hopefully this feedback is still useful!