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(1 edit) (+1)

A faithful rendition of snake, honestly plays very similar to my Nokia/Palm Pilot versions of the game. Macroquad looks really neat. Thanks for using something I haven't seen before!

My one issue with the game is the direction update seems to be done on the last keyboard input, digested at the same delta-time as the drawing. It give it that "activate button on mouse release" UI lag feel... plus if I put in a combination of presses, only the last one is recognized... which got pretty frustrating around the walls and when my snake got fairly long.

Also, kinda weird... your game requires scripts originating from the macroquad developer's github.io to be permitted in order to run. Any idea why that is?


(+1)

That's an awesome feedback, thanks!

And yeah, the game uses the minified JS script from Macroquad for the WASM <-> Browser bindings (input, canvas rendering, etc). It's a recommendation and part of the engine guide itself, because that's the glue that make the Rust  "wasm32-unknown-unknown "
target work (basically, a WASM build with no assumptions on where it's  running at) 

hmm, quells any security concerns but now piques my curiosity in regards to bending WASMs strict module rules... i wonder if something like that could allow for dynamic wasm module instantiation

if you happen to have any reading material handy, id love to take a look. but i also dont mean to take up too much of your time

thanks for the reply!