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Somehow missed this game during GMTK despite searching for the couple games that went with that concept. Bit of context needed, 6 months ago I released Snakeloop (Steam|Itch), a puzzle game with the same base concept of a puzzle game based on Snake but where your goal is to eat your own tail.

I played all the way to the last level, which I failed to clear so far, and it took me a bit over 1 hour (although it’s obviously quite biased as I worked a year on a game with similar gameplay).

The game feels quite polished already, there’s quite a lot of levels already and the inclusion of a level editor is a nice thing. Now for the downsides, first is the flow of levels which feels quite weird with some of the tutorial levels being way after the first appearance of these mechanics (boxes & gates). Then the biggest issue imo is the amount of mechanics, there’s too many of them, they don’t always synergize well together and worse some are kinda incompatible with each other. Ie. there are 4 different ways you can do loops depending on the levels: loop anywhere (default one), loop on a plate tile, loop filling all the tiles and loop around galaxies. That’s too many different mechanics that can’t really go together. Imo it is best in a puzzle game to have few mechanics but have them fit tightly together and do the most with their potential, rather than having many mechanics that can be mismatched or aren’t used fully. And even with few mechanics you can end up with lots of different levels if those mechanics work well together.

Regarding bugs, I’ve had the same bug as Animamundi below with the victory animation breaking on 2 or 3 levels (don’t remember which). But a major bug was on levels with 1-way portals: Using Undo on these levels breaks all the 1-way portals with their sign all changing to the same one (and if you take any portal, they’ll all disappear).

Still, I’m quite curious to see where this project will go and will keep an eye on its development.

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Thanks a lot for playing and the great feedback! :) Interesting to hear your view on the number of mechanics - I personally love having as many weird mechanics as possible to keep things fresh, but I totally see your perspective. We’re working on spacing the mechanics out better and letting them breathe more and will consider relying a bit less on the additional win conditions. Maybe we can consider saving them for later levels.

I just pushed a small update which should fix both the one-way portal and the victory animation bugs.

Regarding the victory animation bug: are you sure you encountered it in multiple levels? The bug was caused by a miss-placed tile map layer in the boxes level but aside from a very small offset in the Scorpio level I couldn’t find this error in any other level.

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Really cool to see your game on steam btw., I will try it out for sure :D