Yet another snake ouroboros game, but this one distinguishes itself with far better gameplay, graphics and polish, bravo!
VladGG
Creator of
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Looks like we both made car-themed games! :)
The artstyle is great and very cute! Your interpretation of the theme was fun and creative. I like that you took the time to add a "share to discord" button.
One suggestion, maybe make the steering tighter since turns are very wide at the moment and can lead to falling off on the exterior of the track, but maybe I'm comparing this too much to my game.
Very creative interpretation of the theme! I loved the graphics for the planets and the overall style of the game!
I would suggest, though, showing a predicted path or the path of a previous attempt to make the game a little less difficult, like in Angry Birds. Although the difficulty is understandable due to the time constraint.
I love the atmosphere of this game - the shader effects, the music - it feels so dreamy. The style of this game is immaculate!
I'm curious, how did you handle concave or more complex loop shapes? I had to face this challenge in my game too. And what engine did you use to make the game? It looks homemade to me.
The graphics are simple, yet perfect for this kind of game and are easy to make for a game jam. The mechanic is simple and many games in this jam implemented it, but this one has a nicer presentation. The tutorial text was a bit hard to read since it was black on a dark green background and I think I softlocked myself, but despite that I enjoyed this game.
We both thought of the same thing: scaling a tower with difficult controls!
Initially, the game was difficult, but the more I played the more I learned to control the character. It was pretty fun just swinging around in the beginning section of the game, although the game ramps up in difficulty a little too fast, so I suggest either removing some of the spikes or making the space between them bigger. Also, reducing their hitbox size to half will make the game seem fairer to players because touching a single pixel and having to restart is frustrating, in contrast, entering a quarter of the way in a spike is clearly the player's mistake.
The game is clearly going in the right direction and, with more time, you could refine the level and add some quality of life features such as separate sound and music volume sliders and sensitivity sliders.
The game is good. The movement also makes me love a bit more restarting levels.
Also, I just have some suggestions:
- Make the hitbox of the player slightly shorter than the actual player sprite so that the game is more forgiving
- Make the hitbox of the spikes a small triangle with the base towards the wall, so that the player still dies when running into one, but doesn't when walking off a platform with a spike at the edge (like in the 4th level 2nd screen)
- Maybe add checkpoints







