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Quoclon

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A member registered Apr 24, 2017 · View creator page →

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Hi Vladis, I appreciate you taking the time to provide thoughtful feedback. Here are some thoughts, based on what you've provided:

- Slow Starting Movement: I think the key point here is that movement in the beginning is slow. 2x could be a solution, but I'd love to keep the movement scheme simple (i.e. just WASD). Though perhaps pushing "forward" would provide some sort of temp boost in the forward direction, and maybe a cooldown. I'll explore that option!

- Continuous Movement: I feel like this would change the vibe of the game a bit, but I'm curious how it would feel so I'll give it a go behind the scenes and test it out. I would also need to adjust where 'spawns' / 'drops go (right now they're on the grid). The grid based, time based movement comes with it's own challenges too, including weird timings sometimes when turning/moving.

- Adding Powerups: I think this is the next big push. Trying to figure out what powers would feel best, and would add variety / trade-offs. I'm open to ideas too!

Love it. Thanks for the followup feedback!

Most comments on Itch and Reddit were about movement. I've updated the Movement as of today [2023-11-19] to 'turn' the snake immediately. It definitely feels snappier, and creates a bug feature of being able to turn repeatedly to move quickly, since it resets the movement timer.

I'm curious what everyone thinks! There's probably some small tweaks that could make it even better!

Great feedback, solid ideas. I might play around with a bigger battlefield, or perhaps one that expands as the game goes on and the snake grows. 2 players would be super interesting as well! I've been improving the turning since it's first iteration, but I have a couple ideas of how to improve it even more. Thanks for taking the time to respond 😊

Hi, it's currently only supposed to be playable on webgl. I could make a windows build easy enough. I'm suprised that it even gave the option to download!

No, not necessarily. Just love magic in video games, creates so many more gameplay possibilities than just bullets and grenades. Enjoying it so far? Any feedback? 

Cool. Yeah I checked our a lot of itch Lunar Lander games first too. I liked the retro green vibe. In the original lunar lander the screen zooms in once you get close to the land. I found that challenging to implement (it kept popping back and forth and was quite sensitive. Otherwise. A fun game to make! 

Wow, I didn't think anyone would stumble into this! Yeah, it's also multiplayer, and kinda fun to compete. As you add in Cabin members, they all have specialties. That affect your ship. I never quite worked out the "hook" for this game to keep folks coming back! 

By chance I just pulled up the Unity project over the weekend and made a few small adjustments - mostly improvements to data/lag around capturing the zones. I started playing around with a couple new spells too.

But, I then I thought: What would people want in terms of improvements? New Spells? Any specific gameplay balancing tweaks? Any bugs? I see that people still play the game on a regular basis - so there's probably feedback out there.

And, I know there's a lot of requests for bots. I haven't done much in terms of AI in the past, and I'd have to think about how to make it work with a Photon/PUN2 Networked game. And because the game has a lot of verticality (with the jumps), I feel like pathfinding might be tricky. But, perhaps could be done.

Thoughts?

Oops. Sorry about that! I'll adjust it 😊

You thinking mobile on web? That's doable, but would take a little work (to detect device from webgl, but I've done it for some games before). 

There's also an apk you can download on this page. Which will install to android, and you can play cross platform. 


Thoughts? Any other feedback? 

Awww, your kind words are much appreciated :)

Solid