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GameFraek

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A member registered Aug 06, 2019 · View creator page →

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Cool mechanic for a puzzle game, decent challenge too

appreciate the feedback!

Fun take on the theme haha
it was simple but i had a good time doing all the puzzles

thanks for the feedback, it kinda needs and aiming reticle yeah but i found buying more jumps and sitting on top is the better strat anyway haha

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Name buddies :)

My god this game slaps HARD, too bad i'm bad at it haha

Score: 107372

Very cool take on tetris, its nice and juicy, well done!

Name buddies!

Pretty decent for a first and giving your project constraints
I like the mechanic but the darkness is a little annoying 

fantastic game! getting stuck in dead ends is a little frustrating at time especially cause you have to wait for the timer sometimes but it not that long so. once you figure out what is important its very fun to do.

aesthetics are great and the interactions have a nice tactile feel to them, i also like i was trusted to figure it out on my own. its wasnt too hard and a little repetitive once it clicks but for the short time i enjoyed it

Really neat idea! i found getting it to do what i want it to do a little tricky, especially on moving platforms, but that may be a skill issue

hey, its says gullible on the ceiling 

cool little game :)

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I like the idea but if i even slightly miss time the input i get stuck and cant move anymore :(
I think its when you hit between the numbers

Very cool take on the idea! the difficulty ramps up a little fast mostly because i have to learn several new mechanics at the same time but i suppose you can at least show some complexity for the jam. I think theres some real potential here :)

So far i like all these games that have a bunch of minigames under time pressure. These once are a little rough around the edges but i still enjoyed playing

Pretty fun! the movement is satisfying but tricky at the same time. I love the art style

Got 350 nice
The aesthetics for this game is really on point! and its simple but quite fun, well done

Fun idea, the visual style is fun and little animations are great, i had some trouble figuring out what to do and keeping track of my units but i think i see the vision

EVIL RAT

i love the concept of the minigames as a fighting system with the time as health it does get a little tedious and repetitive though especially when you sometimes get the same game often in a row.

incremental buddies :)
this game is quite addicting and my hand does not thank me for it haha

The concept  to run around and to minigames is quite fun! unfortunately i see to have broken the coffee minigame, whoops. I kinda love this scrappy artstyle

Quite a cool idea to combine these very different game types. 

thanks for the kind words, that song was basically my first every time using beepbox so i'm glad you like it :)

Damn, you really got to go hit right in the gut like that huh

Thanks for playing! i agree i made it easy to change the numbers but ended up with less time then expected to playtest good values

I love the theming and concept of this game time dilation is a very cool mechanic for a game.
You werent kidding on it being hard though more often then not i overshot my target by miles cause of the neat but tricky blackhole physics

thanks a lot :D

neat idea, i found it pretty tough though you really have to be deliberate with your movement to make it in time 

Pretty fun, nice art, and impressive you made so many small games!

Fun idea, i liked all the different goofy minigames

thanks for the feedback

There is some feedback on the bite in the form of a sound effect i just broke it right before pushing the last build and didnt realise lol

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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!

Thanks!

I 100% agree it could use a lot more juice like effects, animation maybe even some screen shake on a bite or something 

thanks for the kind words

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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.

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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.

thank you so much!

We considered automatic triggering for the tail bite but figured it would get in your way on some levels, this way you can recover instead of having to restart. but i think it would have been fine for the most part especially with the current level set. 

thanks for playing and the feedback,

The snake is the only art assest that we made ourself so that checks out haha, shout out to C_raider for that
The controls is a common complaint, and rightfully so, the first version was even more slippery though.

you should be! There was also plenty of stuff we didn't get to include 

But maybe it motivation to keep you going ;)

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