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Snirpsi
Creator of
Recent community posts
Cute game. I had some trouble while playing. The ghosts didn’t seem to despawn after I died, so at some point there were too many for me to handle. I think the learning curve could use some improvement. Maybe start with one moving target in a single room. Then introduce two single moving targets, followed by a static enemy and a moving one. After that, you could add one spawner with a low number of targets. Other than that, I liked your game once I got used to the controls. Well done :)
Great game! The art and sound look so amazing. Bonus points for doing 3D in a 4-day game jam! One thing that maybe could be improved is that the eels were hard to dodge because they were not visible early enough, and the learning curve is a bit overwhelming at the start. After a few runs getting used to it, I had very much fun :). Keep up the good work!
I actually tried that first, and some of it is still in the game. Mainly for aesthetic reasons. Each segment has a shift register storing the angle of the previous segment. Then each segment tries to "replay" the angle from the shift register buffer in relation to its previous segment. But that sadly did not work as expected. Maybe with some more tuning it could be done, but probably not for a 4-day game jam. I think it would be close to Sidewinding. When you see the tail of my "snake" bending up while bending the head, that is part of the effect. I left it in the game because the loopster felt more alive.
Thank you for noticing it. The worm movement was really tricky, and it took me basically two full days of experimenting. It is basically a really fine-tuned set of many parameters with dependencies between them. Each segment contributes force to the worm, and the head gets some extra force depending on the length of the worm. That's why the game feels so hard with a short worm. I'm not completely satisfied, but I couldn't figure out something better ^^ Thanks for playing!



