Thankyou! I really wanted it to hit that nostalgia note as best I could, personally it gives that vibe pretty well, but I did make sure there was an option to disable to filter for those who weren't a fan. I'm glad you thought it was cool though! Thanks again
LukeCGG
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This game should win Employee of the Snake of the Year, it's like if you were to get employee of the year of the snake, but like, more snake, cause if you could be as cool as totally actual snake, you would, but nobody's as cool as totally actual snake.. I mean.. *Hissss* XDBut big complaint.. I see no Vriska... Why is there no Vriska in the funny snake game hmm?After some more gameplay, turns out Vriska IS in the game, and all is at peace in the world 😊
( I had alot of fun losing my mind in this XD )
Solid game, I had a pretty good time here, somehow I felt like it was pretty hard to get upgrades, but maybe i'm just too poor, haha
Somehow the life system didn't really work for me? even having another life I was reset back to 0 days? On occasion, there was an issue where things would spawn in dead ends forcing my to reset anyway?
Still, it felt it's a really cool take on "Snake" and a fun experience too! Easily repayable
This is a really fun idea for a game! Gives me some serious Inscryption and Balatro vibes 🔥
There is a few things that caught be off guard, (I didn't scroll down to the instructions before playing XD), It was mainly to do with the portals between map edges not always working, but I think that was to do with the symbols on the cards not allowing it? I also didn't fully understand the pink cards? Maybe I was using it wrong, but I wasnt able to save them for later or anything? I think it's an awesome game as is! But could I request maybe something in game where I could hover over a card or something and it would give me all the details of the card for a future update? It could be more useful for starting out, once I got going, I ended up having fun time though! A very cool game, I love how unique it is!
This was really cool! I'll tell you what, I loved the undo button, it was just incredibly handy for if I overshot a tile by one or miscounted a movement slightly, it was just so much nicer than being forced to restart the level, and even the puzzles were great! There was a few times I looked at one and thought, "Yeah I got this" only to realise on the last button or egg that I'd set up the level wrong to complete it, haha
This Game -> "Snaketastic" 😎 Trust me, "I'm a doctor"
Thanks! I'm really glad you liked it!
In the end, I made them procedurally generate, which really took a lot of the time of the jam, leaving less time to work on other aspects, but I think it turned out alright.
Originally I tried using a grid box to align and scale each cell, but i wasn't able to get position data from those cells, so I ended up coding the cells into place on generation and then moving and scaling them to fit the screen. The next part was upon generation of a cell, it was added to an array that I told to use a colour from an array and link two randomly picked cells to that colour, that was only those two cells could be connected, but not different color cells etc, with the line data being stored on one of the linked cells. This quickly became a problem when the randomly picked locations would sometimes arrive in outcomes where the puzzle was incompletable, so I had to add path logic which would create an invisible path between the start and end points and then lock those used cells to that colour so that other colours would have to find a different way around to connect each other. Sometimes the invisible paths would lock in over complicated positions and directions, but it's fine since the user doesn't see them and they can draw into any free space, it just leaves a lot of unused spaces when the player finishes a section, but it's still consistently playable which I was happy with.
TLDR:
Yeah the puzzles are procedurally generated
Hey thanks for trying out my game! Yeah it's under developed sadly, just ran out of time.. There were so many cool ideas I got started on but didn't get the time to balance and fully fill out. But yeah, really appreciate the feedback! I think the floor traps are definitely a bit too subtle, but it at least ensures that the player is going to die and understand the mechanic for the Beta build. With the key, the objective was the bring it back to the hole, it's not very self explanatory at this stage, but yeah, thanks for playing!
Woah! Wait this concept is awesome! It does have some strange bits and pieces, a few bugs but to be expected with a big project, but the sharing of notes with all other players, that's sick as! I love that idea!
Seeing the giant post it bridge was such a funny experience! This game is very cool, Well done!
PS: Had a weird bug where after going to the menu and then back into the game, i could no longer read notes or open the gate? Also some of the animations were a bit.. long winded? Maybe a skip button? But all in all, a fun experience!
Bro this game is great! You did a super job on it, it's even meeting the wildcards! It feels super smooth and intuitive, but still challenging enough too, a really nice submission!
One problem I had was when i collected the cheat, then opened the menu for esc, it would open for split second and then close again, i tried to click the cheats part of the menu during that moment and then it broke the pause menu all together. Also the wall sliding you can slide down the wall while facing away from the wall sometimes, but that's really just nitpicking. Those were really the only things I noticed though, other than that I found it pretty solid! Well done boss
*salutes*
So real, haha
I think itch was also having some issues during the submission time, at least I was experiencing some, and that just adds a whole extra layer to the stress.
Looking forward to checking out your game and all the others! I haven't had a chance to sit down and play a bunch yet, but plan to soon!
Thanks for the feedback! The secret isnt too far away (though it is upward direction), and there are indeed quite a few dead ends along the way. I can agree with you about the traps, they are very subtle, even I had trouble seeing them and I put them there! I was so close to implementing health potions before the jam ended, but just ran out of time before I could make them return health, to the player.
Thanks for playing!!
Thanks boss! Really appreciate the feedback!
Yeah unfortunately I think I suffered a bit from a too big scope working alone, there was so much more I wanted to do with this game, like you said, just some of those quality of life bits with the upgrades. A major missing point is the coins are currently useless, there were plans for a shop where upon turning to statue, you could send a choice of items back to "The next Generation". Also started work on a seed based procedural map, but it wasn't ready to release with the jam, trying to figure out the enemy AI was hard enough.
But specifically leaning into the story of the game progressing as you become the statues instead of a restart based idea would've been nice, but as the deadline reached closer, it more became a rush to get the game into a it starts, runs, and has an ending without crashing priority.
Again, thanks for the feedback!




