Regarding your suggestion, I did think about that, but didn't do it because then you could easily manipulate the shapes i.e. construct border with other pieces so that desired piece expands desirably and then removing the other pieces.
Witherik
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Found it very enjoyable until I ran out of upgrades, it felt challenging enough where I'd be excited to finally get an upgrade. Minigames felt very impactful at the start, where you increase your potential to get a good upgrade, but later in the run doesn't feel like they matter that much.
Personally I found the theme fit very well from a vibes / aesthetics perspective. The hero gives off Rocky-esque vibes, i.e. growing stronger, especially the poses after minigames, so I wouldn't write this game off as not fitting the theme at all!
Also bonus style points for sound effects, absolute gold :p
Yeah, I kinda ran out of time -> no time to come up with a good scenario, so it ended up being cheesy.
To beat it you basically want to always use 6s and always attack first.
Ideally I think maybe allowing the player and the enemy two moves instead of one, would've allowed for more interesting strategy, as of now the combat always revolves around getting yourself on 6, I think adding a drawback to higher numbers would be smart.
Never played a rogue like snake game, very unique idea.
The visuals look great, the snake pixels are perfect. The music and sfx fit the game very well.
The way you implemented enemies is very unique and makes for fun combat, I imagine there's room for even more enemy types with different pathing and stuff like that, if you were to keep making this ofc.
I didn't really understand the coins though, because it seems picking them up increases length (which wasn't very desirable) and I didn't find a second use for them.
A nice twist on the typeracer style games. Was very fun to play.
Probably a very dumb take by me, but while the graphics are awesome, I personally think this would be more welcoming with a clean, flat UI. To me, the current graphics give a impression of game you have to sit down for, I see this as more of a website-esque game. As stated, this is personal opinion and I'm not trying to take anything away from the current visuals, plus, your graphics and SFX really sell the battle aspect of Scrabattle.
If this gets consistent players, Scrabattle will probably replace my typeracer procrastination sessions :D
The idea of the great game is very good, it could be definitely be expanded on and made into a full game. However, the scope o the game was way too big for the jam. Everything works, but that's just it, it did get the idea across though, so props on that.
I do really think it has potential, add ship to ship combat, expand land combat, add more in-depth loot mechanics and you got yourself a real banger of game.











