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.
jakecollier
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The gameplay wasn't too bad, but I agree with many of the things @Panda-S0 said. The gender button should definitely be with the other controls and having keyboard use instead of drag and drop would be a major control improvement. All-in-all though solid submission for a solo dev in 48 hours. Keep up the great work!
Glad you enjoyed it! We didn't have enough time to tweak the movement before submission, but it was on the list of things to do. When trying to come up with the initial idea, I knew snake would be fun because everyone's played it, but I wasn't sure how to add a unique twist. Turns out horror fit pretty good and the soundtrack from @3N_Music created the perfect atmosphere!
Thanks flugudu! We were considering how to do instructions for the game towards the end of the 48 hours and @Bartkk suggested we do the instructions as images, to avoid translation issues and the game could be played internationally. They were one of the last changes we made, but thanks for the critique! We'll keep it in mind when we can update the game again!
Sorry you didn't enjoy it! The spring shoes recharge certainly could have been communicated better, we simply ran out of time. The snake knowing where you are and relentlessly pursuing/coming out of nowhere was the idea, to give it more of a horror vibe, similar to Mr. X in Resident Evil. During playtesting, we found it too easy if the snake didn't follow at all times. It is also possible to outrun him, moving diagonally allows you to do so and the levels were built with loops so you could get around him. While the controls weren't perfect (again running out of time), we expected players to toy around with them as you would in any video game.
Its a starting point for a cool game. Personally when I started doing development I wanted to work only in 2D because I understand that 3D is a bit more challenging, plus its easier to create custom art assets for 2D over 3D. Don't beat yourself up about it, the purpose of the game jam is to test your skills for where they're at, not where they're going to be. Just keep on developing and you'll get better with time!
It fits the theme for Roles Reversed, but play is very difficult as the enemies continue to pursue while completing click and drag tasks. Art for the play area is quite dull but perhaps that's the intended feeling? The tasks have oddly rendered screencaps instead of graphics, which pulled away from the feel of the game. The sparks would be cool as a particle effect for completing a task, instead of being distracting constantly on screen. Constant movement was alright, felt like moving as a spark on a wire. Enemies were creepy and footsteps sounds made good time pressure, but I wasn't able to complete many puzzles since they constantly pursued.