Congrats on winning! Well deserved. :)
elZach
Creator of
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Hey! Thank you for the indepth reply!
A lot of the things you've mentioned are on my todo for tinkering.
An offline version isn't on a table though, because the game was made in a 100% web engine and I make use of html/css for the ui, but maybe I should download vivaldi to figure out if I can avoid freezes.
Thank you! :)
Yo this is pretty neat. The mechanics are straight forward and easy to grasp.
Feels like as a puzzler the level design should be a little more locked down though.
Reading your previous comments I guess that's a bit due to the time constraints of the jam... although I gotta admit clearing a level with the corpse of my player felt awesome :D
Really cool presentation and the feedback felt very polished!
If your curious how the snake brain works. It will always seek out the food in the order it was spawned BUT if it has direct line of sight of any food, including the player it will rush towards it.
So the intended gameplay was to grow the snake and make it bite it's tail by flaunting yourself behind one of it's segments.
Originally I wanted this to be in the Tutorial, but I forgot to put it in. :(
Agreed with the movement - it's my biggest gripe with the game. :/
Neat concept. Setting a level up is pretty cool.
Although I had some gripes:
Moving blocks with physics and frequent pits led to some frustration, I would've preferred to have more control over block placement (maybe via drag&drop) over trying to shove a block with the exact needed force to not overshoot the target position.
Also the Huge Xs in the background where somewhat distracting and made it hard to focus on the foreground objects.
The hand drawn messages and tutorials where a neat touch and having in-game hints is amazing for a game jam title!
I liked the game and the minimalist aesthetic is a good fit!
I think the biggest room for improvement is in the realm of UX. You see the player leveling up after every wave, but there's no real way to keep track of what the players stats currently are. Ideally I would know which 'build' the player is going for and then have a choice to react to that via different unit prioritization.
So yeah! Promising concept, could do well with an additional design pass and some added units. :)