Cool mechanic for a puzzle game, decent challenge too
GameFraek
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I think it might have been fine if you only added a rbody to the head for collision? But i'm geussing you tried that. Alternatively as long as you snake has colliders you could give the walls rbodies instead.
Also what your doing kinda sounds like re-inventing hinge joints, but doing it yourself does make it super flexible
Either way cool approach and thanks for letting me know, it seems to work well for the more fast paced nature of your game
Really cool idea! and I love the aesthetic everything is SO CUTE.
The controls make this game really challenging I wish you could move any direction on the sphere or at least move diagonally, but I enjoyed the challenge.
The experience would be greatly enhanced by some simple music and sound effects too
Still, good job!
Great game man! such a cool take on the Ouroboros concept
your movement is so smooth! and i love the art, its all super cute.
the combo system is also nice and satisying.
I have some minor complains, it could use some music even if its placeholder.
and closing the menu with escape is a little annoying in the web version cause it puts you out of the game.
also i would recommend removing the fullscreen button that the itch pages gives as an option because the build in one from unity is better and they overlap.
With a bit more juice and maybe some more mechanics this could be a really good game, nicely done for a first jam attempt.
Thanks for the kind words!
And yes we did, the snake is made up out of its head, a bunch of capsule body parts and its tail. Which are connected with hinge joints. These all get a rigidbody (set to dynamic) and a collider (both 2D of course). The rigidbodies are setup mostly the same but the tail is set to be slightly heavier. We also use linear and angular dampening to make it slide around less.
In order to move the snake a script applies a forward or backwards force and a torque for side to side to the head based on input. We also apply only a forward force to the body parts were the force gets reduced by a reduction factor based on how far along in the chain it is. (We apply the force relative to local space by using AddRelativeForce)
That last parts was C_raider’s solution, we found it makes the snake feel a lot better then only applying the force to the head. The problem you run into there is that if you add more body parts the snake would become heavier, making it slower. If we just increase the speed based on the number of segments it becomes inconsistent.
Pegs only have a circle collider unless they are on a track then they have a rigidbody too, but we dont apply any forces through script.
I like your game btw, I’ll leave a comment on your page :)
I’d be curios to know how you solved it.
the point of the different runes / peg version is to acts as obstacles basically
You only need to encircle the green ones and greys are optional, but finding the right path for your body length is a little tricky sometimes
Red ones must be outside of the circle which mean clever positioning of you body
Later we also introduce spiky pegs that kill you and peg that you can push around
But I admit our current level design Is very bare bones
Thanks for trying it though

