Getting to choose how the game gets harder is a great mechanic.
NoahDonohue
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I loved playing this. Stringing combos together feels really good. I think it would play really well on a controller with twin-stick shooter controls. The game looks and sounds great. I do wish the health would reset between rounds, but I understand why that was done. I also wish there was slightly more control while spinning as it feels almost impossible to avoid getting hit when there are many enemies on the screen in the later rounds.
I like the concept and the art is fantastic. I wish we could just hit "enter" to submit the calculation instead of having to type and then click. I also initially found it confusing that negative values need to be rounded to zero and that it would flip which side of the screen the heroes and enemies stats were being displayed on. I also had an instance in the second level where I got an enemy attack calculation wrong, and that ended the fight as a hero win. That made me think I was supposed to intentionally get enemy attacks wrong.
Despite those issues, I think you did a great job and this is among the best looking games from the jam I've played.
Thank you for the feedback! There was originally another mechanic involving loading and save slots, but I just didn't end up having the time to implement it properly. The plan was to flip back and forth between the saving and loading mechanics. Without those in-between levels the difficulty curve ended up steeper than planned..
It's a good concept and executed well. The big issue is that it's too easy to avoid the snakes by always moving in a single direction and occasionally dodging rocks if needed. I never had to use the jump mechanic to get a good score.
I think bounding the play area to a certain size (like in real Snake) would have made everything even better. Good job though, I love the art!