I like to see games that interpret the theme in alternate ways. This one is no different! The mechanic of using essentially your health points to attack is very cool. It sort of balances out the game. Amazing artwork, cozy vibes. Well done!
Szivacs
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I liked that fact this game follows more the perspective of the snake. I don't think I ever played a snake game like this, and I enjoyed it. Pretty moody game, but I guess if mostly because of the great music in the background. Also, dashing was super satisfying. I was a tad bit confused by the health system, I couldn't figure out what the colored squares meant on the snake (they were not part of the snake, just floating around it's head). Seemingly eating apples did not grow the snake, so maybe I have missed something. Regardless, cool game, congrats!
I actually really like this concept. Feels a bit addictive somehow. It does need some getting used to, though. Most of the time, quick movements result in just upward motion, so maybe tuning the controls a bit could benefit the user experience.
It definitely has potential to be a full game with tricky and challenging puzzles/levels.
Cool take on the theme! It's also a nice blend between a visual programmer/factory game and music making. I do agree with others, the interactions with the nodes could have been better to avoid small inconsistencies. For example, dragging nodes require the mouse button to be held, but creating connections between nodes is click-drag-click motion. I think if you manage to iron out these, you have a good change at making a cool game with this.
I might have missed something, but I couldn't figure out how the scroll wheel could scale the platforms. I also had a hard time reaching the finish. I do have to say the music was pretty nice, good job with that!
Maybe as an improvement, I would have created more levels, each gradually harder, since I had a hard time passing level 1 (but that might have been just me).
Super cool that you involved your kids ideas! In general, it's a good game, but I was lacking the visual feedback when taking damage. I sort of needed to remember how much health I had and when I thought I was hit, check my health again (which I only noticed is shown after dying 3 times 😜). I think with some more polishing, this game could be pretty fun with all the chaos building up.
Pretty cool entry! Very clever way to gradually increase difficulty over time.
To be honest, I didn't finish the game, mostly because at the end of the level, the green enemies had bigger hit boxes than visuals. So after several tries, I just gave up.
One nitpick, the speed of the character was a bit too much for me, but in general I had a fun time!
Hey, thanks for the feedback 😊. I do agree that the UX could have been better. I was contemplating using the camera angle when figuring out the axis of rotation. I decided to just use the axis on which you click, since I thought depending on the camera view might not be intuitive.
I saw the disappearing issue too, but only once, so I couldn't figure it out why it was happening. I'm just guessing that the corners I cut to render the pieces was too much for Godot to handle.