I'm glad you enjoyed the visuals! I'll work more to improve the contrast between the interactables and the background, and work on balancing the explosions!
I think it is a very clean game! The UI is very good, and it provides direct feedback when you do something, like the button expands and creates a sound etc. The gameplay is also consistent,. However past the one minute mark the game becomes exponentially hard as mentioned in the description. Would be nice if there is a score counter but that's my opinion hahaha
A score counter was actually one of the features I was looking into! I will implement it in future builds, and I'll make it such that surviving past 1 minute will net a greater score increase.
Actually a pretty good game! I would say this remix solves a common issue with the original snake game, which is that the meta strategy would be to simply move the snake roow by row. This isn't viable since there is a sort of "timer" that pushes the player to chase the star.
I think in my opinion the only thing that frustrates me is that sometimes it feels like some situations are unavoidable? Like when you're moving and an explosion spawns right on top of your body. This is usually an issue later on in the game when the explosions are quicker (I'm not 100% sure whether it's because the explosions are quicker, or it's just the frequency of the explosions that make me feel that way).
Do take my opinion with a grain of salt though, as it might just be a skill issue!
However, overall, the game does feel good. The art assets is nice, no bugs encountered during my playthrough, nice effects such as sound etc. If I really had to nitpick, it would be the explosion and "damage" FX feels a bit out of place compared to the theme of the game? But yes, generally, a very aesthetically pleasing game to look at.
Nah, I agree with you. I followed this game's development and it has been an issue since the start. I find a game that limits how long you can play it for not very enjoyable - puts a hard limit to how much I can play a game for.
When I know that there's a limit to where skill can get me to, I no longer want to replay the game.
The meta strategy for this game is also unfortunately to keep going around in circles and only leave when you need to. It takes advantage of the bomb spawning code not spawning near you. Hitting your own body deducts more time than bombs do.
I also don't like how the snake turns, because you can u-turn into yourself due to how slippery the snake is. I do like how it moves because of that too, but I think there has to be some level of friction.
Overall, the game is okay, but the visuals are great.
I agree with the explosions! Just like you said, throughout the development process the explosions and the unavoidability of it (due to it being snake) has been something I've tried to manage (However it seems to limited avail)!
For the circling strategy! The increasing length of the snake is meant to tackle that along with the smaller spawn buffer around the snake segments! To encourage players to go out of their way to collect stars. As for movement, I believe I have implemented a smooth U-turn such that you won't collide with yourself, however I will improve upon it more in the future!
I'll try work on the explosions more, currently there is a small buffer zone around the snake such that the explosions won't spawn directly on the snake, but I will tweak it to balance the game even more! I will also try out more SFX for the explosions to improve the feel of the game!
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Nice visuals. More contrast could be added between the snake, star and background. Explosions feel unavoidable at times.
I'm glad you enjoyed the visuals! I'll work more to improve the contrast between the interactables and the background, and work on balancing the explosions!
Thanks for the feedback =D
The controls in this game are really intuitive I feel. I liked the visuals and I do think it's quite a nice twist on snake. :
Thanks for the compliments! I'm glad you enjoyed the visuals and the controls!
I think it is a very clean game! The UI is very good, and it provides direct feedback when you do something, like the button expands and creates a sound etc. The gameplay is also consistent,. However past the one minute mark the game becomes exponentially hard as mentioned in the description. Would be nice if there is a score counter but that's my opinion hahaha
Thanks so much for the nice feedback! =D
A score counter was actually one of the features I was looking into! I will implement it in future builds, and I'll make it such that surviving past 1 minute will net a greater score increase.
Actually a pretty good game! I would say this remix solves a common issue with the original snake game, which is that the meta strategy would be to simply move the snake roow by row. This isn't viable since there is a sort of "timer" that pushes the player to chase the star.
I think in my opinion the only thing that frustrates me is that sometimes it feels like some situations are unavoidable? Like when you're moving and an explosion spawns right on top of your body. This is usually an issue later on in the game when the explosions are quicker (I'm not 100% sure whether it's because the explosions are quicker, or it's just the frequency of the explosions that make me feel that way).
Do take my opinion with a grain of salt though, as it might just be a skill issue!
However, overall, the game does feel good. The art assets is nice, no bugs encountered during my playthrough, nice effects such as sound etc. If I really had to nitpick, it would be the explosion and "damage" FX feels a bit out of place compared to the theme of the game? But yes, generally, a very aesthetically pleasing game to look at.
Nah, I agree with you. I followed this game's development and it has been an issue since the start. I find a game that limits how long you can play it for not very enjoyable - puts a hard limit to how much I can play a game for.
When I know that there's a limit to where skill can get me to, I no longer want to replay the game.
The meta strategy for this game is also unfortunately to keep going around in circles and only leave when you need to. It takes advantage of the bomb spawning code not spawning near you. Hitting your own body deducts more time than bombs do.
I also don't like how the snake turns, because you can u-turn into yourself due to how slippery the snake is. I do like how it moves because of that too, but I think there has to be some level of friction.
Overall, the game is okay, but the visuals are great.
I agree with the explosions! Just like you said, throughout the development process the explosions and the unavoidability of it (due to it being snake) has been something I've tried to manage (However it seems to limited avail)!
For the circling strategy! The increasing length of the snake is meant to tackle that along with the smaller spawn buffer around the snake segments! To encourage players to go out of their way to collect stars. As for movement, I believe I have implemented a smooth U-turn such that you won't collide with yourself, however I will improve upon it more in the future!
Thanks for the feedback and kind comments!
I'll try work on the explosions more, currently there is a small buffer zone around the snake such that the explosions won't spawn directly on the snake, but I will tweak it to balance the game even more! I will also try out more SFX for the explosions to improve the feel of the game!