It's a very addicting game.
iguessfive
Creator of
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I like seeing how small design choices leads to these different experiences and think this ouroboros sub-theme interpretation is a good showing of how detailed game design can get and impact player experience.
For your game, I liked how it seemed like the snake was coming from a pipe /tunnel. It was unclear why the player would want to get the other runes as if I wanted to clear the level I just needed the green ones although I admit I only played a few levels.
Just a hint the snake in this game moves in block increments, so you can choose to stop at a certain point and it should stop. I think I wanted to add a "skill" element to the game but I see this game could have been fun without it.
Thanks for taking the time to play. I thought your game was a very interesting take on the "flappy bird" mechanic and adding rogue-like elements was great for the progression of the game. It was just difficult to control.
And checkout the The Witness, it seemed like a nice game, added it to my wishlist.
The more games I play from this jam, I'm just amazed at the creativity. Your game felt like crafting the perfect loop to get to the goal alot like when coding.
And, I did't really think about it from this perspective, as what I see for this game is after some initial levels, players can customise there own levels and submit it and challenge player to get a good score based on few "deaths" and "time taken". I think this can be a nice play mode as well to create a more narrative driven puzzle mode.
Thank you to everyone for playing and for the supportive feedback. The experience I wanted to created was throwing a ball against a wall and keeping count of how many you get in a row as you try to make it challenging for yourself by going further back or throwing it harder against the wall. It’s like the first thing I think of when I get a bouncy ball and am in a large empty room. I tried to recreate that.