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A jam entry

SNEKView game page »

​tactics X snake
Submitted by snekdev with 1 day, 19 hours before the deadline

Comments

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.

  • Did you need to include the .pdb file in the zip? I thought that was just for debugging but maybe I'm wrong...
  • It'd be nice to move multiple tiles at once (if they're in a row/diagonal) just by clicking the furthest tile.
  • Restart board resetting effect is nice.
  • Please make WASD an option for panning instead of just arrows. I mean the game using the mouse so it seems way easier...
  • I like the aesthetic. When you have time to polish, maybe make it so little pulses of energy pass through the grid (if you get what I mean).
  • I'm still not really sure how the gameplay is meant to work. It seems to revolve around camping out until you can get a bunch of enemies to walk into your OP Sword ranged attack. Maybe I'm just doing it wrong.
  • I thought it'd include more emphasis on the "growing tail" part (like in Snake / Tron). It'd be neat to have a unit that tries to trap enemies like that.
  • Overall it's looking promising and I love the concept.

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