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Serpentine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #364 | 4.087 | 4.087 |
Overall | #1033 | 3.652 | 3.652 |
Style | #1593 | 3.609 | 3.609 |
Enjoyment | #1733 | 3.261 | 3.261 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your "Snake" team grows, or shrinks, as you progress through this Roguelike re-imagining of a classic game
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
I'm really into this. The attacks remind me a lot of Crypt of the Necrodancer, if you can whittle your snake down to just an arrow block, you're in a really good spot. Money seemed too hard to come by, some runs I would beat 3 or so stages before being able to buy anything. Looking forward to your post-jam update!
Very good concept, I really enjoyed it. It isn't always really clear what is gonna happen the next move and how every weapon works. But overall really good concept and it has a great artstyle. I am looking forward to the improved version.
This game should be seen by more players! Every move really counts, more than just counting. Maybe the way to deliver information gets a little complex so normal players ( like I ) cant see the whole situatoin qucikly. I believe it can be translated into a new form and get more accessible for all levels of players, since the puzzles itself are so clever made! Thanks for the inspiring journey!
Many thanks.
I definitely have to think hard about communicating the moves better, especially the attacks and damage. I was inspired by Hoplite, and even they had trouble relaying exactly which enemies will take damage and by how much. I'll probably take a close look at the design of Nintendo games such as Advance Wars, Final Fantasy Tactics, etc. I believe their systems hold up for clarity, despite the complex mechanics.
Rreally a challenge. Respect for your attempting and hard work!
Smart mechanic and gameplay loop!
Art style is nice and charming!
It starts to be very intensive when all is left is just a melee block and there are couple big enemies running around!
It seems that money is a pretty random thing to appear. I feels a little bit unfair. In one run I had an apportunity to buy one shield block at 4th level. It might be better to have some minimal amount of money per level + extra for killing enemies so that player can play with upgrades earlier.
Overall is very cool concept and strong submission! Will recommend to play!
Thank you so much!
I tried to come up something more sophisticated. There were bits of code everywhere, tracking things like number of turns since last gold dropped, gold per level, etc. But, it became a mess, and as I was running out of time, I just ripped it all out and replaced it with rng. I think when you're stressed for time, even seemingly simple things become complicated.
It was a cool idea and nice experience anyway, so don't worry!
Balance is hard to achieve without playtesting and such small amount of time.
Really cool mechanics, love the style!
Pretty cool game, it's very unique!
Thank you. What does your emoji mean?
It's a meme between the guys I made my game with, one guy made it and wanted us to share it in our messages 😂
Good idea, great execution. I got soft-locked, but that's a skill issue on my end. Good job!
Awesome gameplay mechanics!!! Loved the screen shake and music!!
very cool idea on this one! i was a little unclear on if the sword struck on it's sides or not, to keep it consistent it seems like you'd want to also have a targeting reticle for the sword like the other attacks. besides that though it was just a lot of fun and i could easily see it spinning up into a full project. great work!
Thank you for the useful feedback. I aim to release an improved version post-jam, so these comments are really important to me.
Really like the idea, and how you can plan out your moves with the snake, However sometimes i feel like the longer range weapons don't attack.
Still really nice main mechanic
Thank you for the feedback. I'm going to upload an improved version post-jam and it really helps for people to point out bugs. I'll check the long range attacks. Let me know if other things aren't working.
Congratulations on submitting! The sounds and camera shake added a lot of juice and made the game satisfying to play.
Thank you. I was only able to add sfx and camera shake because Mark allowed for an extra hour! So glad I did now.
The idea is super cool! Please finish/polish it, I'd play the final version! As of now it's very hard/confusing
Thank you so much. You're not the only one asking for more. I'll definitely upload an improved version post-jam. Will let you know when that happens.