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 :)
evwgames
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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 😆
Cool concept! It took me a bit to figure out what the logic was behind which character I would jump to next. I think I figured out the rules on the last level after a bunch of tries. Could be helpful to show some hint toward which character you'll jump to if you want that to happen earlier. I got stuck on the wall collisions a bit and the crash sound was a little loud/jarring, but I enjoyed figuring out the puzzles and getting to the end. Nicely done!