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Not sure I agree with the tails resetting every turn as a design choice for a game focusing on the snake concept. I'd suggest considering a scheme where the tail sticks around, and just like how you can extend and move forward, you can also choose to detract and shorten your tail one by one with your movement points. I feel this would open the tactical choices you make along with introducing new unit mechanics. For example, a unit that splits into varying things based on the length of the slices.
The AI didnt seem to consider spacing, or where the player can move. I understand its a demo but the AI just seemed to beeline to the orb. For my particular map, the correct move seemed to be to just pass the turn and wait for the AI to move into a vulnerable position
Despite what I see as faults its definitely a fresh unique take on tactics with a neat concept behind it. I am curious to see more of this game as it matures.
By any chance was this inspired by Spybot: the Nightfall Incident? I can see the similarity in the unique abilities and units that use trails as health.
I already like this a lot. The AI is competent and forces some thought, even with only two unit types. That said relative obscurity of the cross unit's ability sticks out to me, particularly the way it changes range with trail length. It tangentially reminds me of a surreal, abstract-looking tactics game that had some notoriety on GameJolt, where nothing of the gameplay was explained and all the units had bizarre or unpredictable abilities that were a sick joy to discover (if anybody remembers the title...). I feel like you should capitalize on that feeling and explain only the common controls, allowing the player learn ever-weirder units for themselves.