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Your version is really cool too! How'd you do the pathfinding in yours?

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It's super inefficient haha. Every frame I mark the positions of the player and snakes in a grid. Then at fixed intervals each snake head checks:

- Is the player in the next tile I'm headed toward -> keep going

- Otherwise if the next tile turning (left/right/straight) toward the player is safe -> turn in that direction

- Else pick the safest direction available (measured in # of empty tiles in a straight line)

It's not the smartest or the most efficient, but it's what I came up with and it kinda felt interesting to play against haha. I think it's good that it's not too smart. I had an even simpler version initially and I'm still not sure if making it smarter made it more fun 😆

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I'm curious too, how did you approach your pathfinding? Is the rattle sound based on number of tiles away? It's so good! I also like your level design, my wife appreciated that there were no dead ends haha :) 

I was more in charge of design and art, bartkk did most of the legwork on programming the snake, so that'd be a question for him.