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I played for about 15 minutes, and first of all, I love the vibe. The UI and overall visual style are really good.

Player onboarding or a short tutorial would help. When I reached the initial character selection screen, it was not immediately clear what everything meant. Given the game’s arcade-like feel, leaving some mechanics open to discovery could work, but I would still provide players with a little more guidance upfront.

The procedurally generated shapes and their spacing could use some refinement. Since many obstacles include openings or paths through them, navigating those paths should feel like a risky but viable option, not something players should always avoid. Ideally, a skilled player can navigate them consistently, while a desperate player still has a small chance of barely scraping through and escaping. Those close-call moments would feel great.

For example, shapes like this should provide a slightly more forgiving escape route:

Example obstacle

Regarding AI-assisted development, not sure where to start. I am a developer in my day job, so I already know what to look for and how to communicate with AI. My general advice would be to spend the time saved on coding grunt work to instead work on building game design doc. Ideally, you should be able to design most of the game on paper, or at least describe it clearly, before handing implementation work to AI. AI can also help refine the math and other design details.

Overall, this feels like a fun take on Snake.io. I could see a casual or most gamer-type people picking it up for quick sessions. I would also love to see a massive, possibly procedurally generated map that expands as more players join.

Very cool idea overall. I could offer more specific feedback depending on the direction you want to take it.

(+1)

Thanks for the detailed feedback, really appreciate it.

You're spot on about the onboarding and structure spacing. Both are near the top of my list for the next update. The character select screen needs better guidance upfront, and the gaps between structures should feel like a risky but viable move, not something you always avoid. Those close-call moments are exactly what I want the game to deliver.

Good call on the design doc advice too. I've been building one out as I go and it's made a big difference.

The multiplayer/expanding map idea is actually something I've already been researching and have a phased plan for. Definitely on the horizon, just want to get single player locked in first.

I look forward to seeing your game grow as well! I enjoyed the overall theme and mechanics.

Thanks again, more updates coming.