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ReSnaked's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #31 | 3.210 | 3.286 |
Audio | #50 | 2.187 | 2.238 |
Execution | #52 | 2.605 | 2.667 |
Overall | #53 | 2.559 | 2.619 |
Graphics | #61 | 2.233 | 2.286 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Unfortunately panicked on level 11 with
bevy_game.js:1876 panicked at /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_ecs-0.14.0/src/system/commands/mod.rs:1250:13:
error[B0003]: Could not insert a bundle (of type `resnake::fade_out::FadeOutThisEnt`) for entity Entity { index: 4203, generation: 58 } because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/#b0003
and my patience ran out there. At the time I was at the far left end of the map and had just typed a "c" command that I assume would have killed me.
I enjoyed the puzzling for the most part. I'd like to echo the confusion around "total" and "current" rewinds. I also killed myself A LOT without understanding why. I eventually figured it out, but some better phrasing there could save us a minor wtf. I think the tutorialization around anti-doors could use a bit of work too. Maybe the first couple levels featuring them were a bit too easy, because I didn't actually understand them until later.
While I was slightly stuck briefly on level 7, I was convinced that there was something to the mysterious [$] symbols on the map and took a dive through the source code. I guess those are just decoration?
I think that overall this feels slightly odd because the controls are mixed between arrow keys and command input, and it *feels* like a turn-based game at first, but navigating the spikes requires precise timing.
And a minor nitpick, but I feel like the snake movement audio really didn't fit.
I think this could be pretty fun with a bit of polish though. Nice work.
I think there should be some better way to backtrack... There is a game under there, but you need to work on quality of life and presentation.
A moment I really liked was when the spikes are first introduced as a threat, but then immediately reframed as a potentially useful ingredient for puzzle solving in the following level. Good design!
I did discover some kind of warp tech where pressing arrows during the death/loading screens would put me in weird places when the level started. 😅 Also very minor friction, but its not immediately obvious that you have to go past the tiles to activate them.
Nice puzzles, was a bit confused on the level with rewinds left but 0 total rewinds left, so the rewinds automatically killed me
Charming humor and an interesting mechanic. I didn’t get far enough to understand what the difference was between “total” rewinds and “current” rewinds. The tutorial text didn’t mention it but when I noticed it, the uber cautious “rpg clutter packrat” effect hit and I felt like exploration was a mistake. I liked the exploration part!
Graphics are underwhelming—I wish the whole game shared a retro gameboy aesthetic OR embraced cartoony assets. Here it’s kind of in the middle. There’s no music but the sound effects are satisfying but annoying in the case of the footsteps.