SnakeFormer - Half Snake, Half Platformer by TobiasW
A short puzzle game combining Snake with pseudo-physics platformer mechanics.
- The exit is to the right
- Movement: WASD or Arrow Keys
- Nothing under snake head = snake head falls
- Nothing under whole snake = whole snake falls
- R: Restart Level / M: Music on/off / N: Sfx on/off
PS: If you finished level 4, tell me!
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Note regarding the source:
You'll need Glow11 (https://www.assetstore.unity3d.com/#/content/8513) for the glow effect. Copy it to "Assets/Extensions/Glow11" BEFORE opening the project in Unity.
If you don't want to use Glow11, go to Assets/Materials and Assets/Other/Fonts and assign alternative shaders. If you need help with this, just write me a mail: Tobias.Wehrum@dragonlab.de
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Font Credits:
- Manuel Viergutz: http://www.dafont.com/manuel-viergutz.d2029
- Roland Huse: http://www.rolandhuse.com
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Changelog:
30.04:
- Fixed the executable bit issue for the linux build.
- Took gamepad controls out of the game as there seem to be laptops with accelerometers which get auto-recognized as gamepads. We live in a strange world.
- The exit is to the right
- Movement: WASD or Arrow Keys
- Nothing under snake head = snake head falls
- Nothing under whole snake = whole snake falls
- R: Restart Level / M: Music on/off / N: Sfx on/off
PS: If you finished level 4, tell me!
------------------------------------------
Note regarding the source:
You'll need Glow11 (https://www.assetstore.unity3d.com/#/content/8513) for the glow effect. Copy it to "Assets/Extensions/Glow11" BEFORE opening the project in Unity.
If you don't want to use Glow11, go to Assets/Materials and Assets/Other/Fonts and assign alternative shaders. If you need help with this, just write me a mail: Tobias.Wehrum@dragonlab.de
------------------------------------------
Font Credits:
- Manuel Viergutz: http://www.dafont.com/manuel-viergutz.d2029
- Roland Huse: http://www.rolandhuse.com
------------------------------------------
Changelog:
30.04:
- Fixed the executable bit issue for the linux build.
- Took gamepad controls out of the game as there seem to be laptops with accelerometers which get auto-recognized as gamepads. We live in a strange world.
Ratings
| Coolness | 92% | 2 |
| Overall | 3.90 | 65 |
| Audio | 3.51 | 147 |
| Fun | 3.82 | 69 |
| Graphics | 3.51 | 336 |
| Humor | 2.80 | 332 |
| Innovation | 4.31 | 16 |
| Mood | 3.30 | 307 |
| Theme | 2.81 | 904 |
Nice concept also, with a nice difficulty curve. Good job
"checkdir error: SnakeFormer exists but is not directory
unable to process SnakeFormer/SnakeFormer.x86."
(same error message for all files inside the zip)
The fact that you can quickly move through the air when falling feels a bit like cheating, but maybe that's part of the game. I brings some fast paced action to it. However, I would like to see a version where the snake does not fall if half or more of it's body is supported. He has muscles, after all. He a strong snake.
Every level brings a lot new to the table, which is great but really ramps up the difficulty! If you take this further I think players might appreciate more "interim" levels to learn mechanics like barrel redirection, lava/"radiation" mechanics etc. Not a "criticism" of the game in it's current form - as it is now it's an exceedingly punishing puzzler which really does require some thought to get through (it took me forever to figure out the snake standing on it's head!)
Got as far as getting regularly to the green "radiation" on Level 4 and I just couldn't work out the exit path :/ But that's definitely my failing, not the game's!
Fun to play and easy on the eyes!
you know what would have made everything much clearer for me?
a tiny litte arrow or exit sign at the exit of the first level. haha! I really thought I have to clear the level to win until I found the exit a few minutes later.
Also, what Bekokstover said. I don't quite like 2 things in the game: the fact that you have to move very fast to reach some place while you fall down, it almost looks like cheating; and that the snake is so weak that it can't hold its head even over 1 empty tile. I understand that changing those things will shift the gameplay, the puzzles and the game overall in a different direction, but here's one thing I've come up with that could improve the game feel for me: what if you don't force the snake to go down all the way when there's nothing under its head and restrict the movement instead to down or side only? And if it moved sideways - force 1 tile move downwards and then stop (as long as the snake's tail is still holding on something, of course). That won't change the gameplay but will make the game more slow and maybe a bit easier.
Also, on a completely unrelated note. You know, I've made that '10013 seconds' post-compo but never released it anywhere. It's just sitting there on my hard drive for the last few months and I've remembered it after reading your comment on my game (I've left a reply there for you too). And since you was the one who inspired me on doing it mostly, I'll be glad to show it to you and happy to get your comments, but I don't want to publish it anywhere yet, so if you're interested please contact me via email: mortus778 at google mail and we'll arrange something.
Done! http://goo.gl/NedmdM
Really cool game, I did enjoy all the puzzles. At the end I was desiring more levels to play :) I can see myself enjoying more of this mechanic if you create more content.
Only one advice: the creation of a level 0, where the player can learn to go up to climp stuff without the possibility of dying.
Thanks for winning my game! I know it's hard, punishing and caotic, so it's awesome when someone beat it!
Keep making games!
Good composition of puzzle and arcade =)
My major issue was with the game's difficulty. I got stuck on level two simply because there is no space to recover from errors. Even after figuring out how to drain the Lava I found that I had eaten too many bricks and was unable to fall over to the exit. This happened several times and proved frustrating enough to cause me to quit. A metaphor for the vicissitudes of life?
I know it is accurate that when you occupy the square adjacent to lava the lava hurts you, but it isn't clear gameplay wise nor did it feel right. Normally in a game when you touch lava you die, and in grid games only the grid you're on counts for touching. I assume that because the lava tries to flow whenever there is a gap in the rock it was flowing into my square and touching me? This makes sense, but it also meant that every square around the lava was just as off-limits as the lava itself. This reduced the possibilities for movement on the edges two only two columns, and it only felt like there was really one right answer.
If you want to refine this I'd say figure out a better way to handle lava and provide more flexibility to the early puzzles. Good job!
This was an awesome game idea. It is pretty hard too. It took me a while to figure out the lava level (level 2), but it was fun. The "Balls" level (the following level), I figured out what I had to do, but I couldn't pull it off.
I think one thing you could improve the game is to introduce fewer concepts at a time. The lava level (second level) introduces lava, falling blocks AND extending blocks.
Although I have no idea how that will help me with the next level :-)
Thanks for the game!
This is a great idea, it hasn't been done before :)
I'm not sure I'm really feeling the theme here and I don't see an explanation. I guess the snake might be underground if there's lava, but I don't think it says that anywhere. :\
I like the music and I like the audio. The bite noises made me laugh. Level design is challenging, but not completely unfair. It's a great game and I'd love to see you continue it. :)
Thanks for sharing and thanks for rating/commenting on mine!
I've got to say I'm quite impressed with the originality on display here, and the art is really good for what it is. Vibrant colors but discrete squares so the puzzle is clear. Music/mood is good too.
Overall very impressive. Thanks for telling me about this one!
For me level 2 was much harder than level 3 or 4.
There is so much you could do with this, I would be happy to play a post-compo version of this.^^
Other than that it was a really original idea and I like the graphics of the lava.
I had some technical problems: The web version wouldn't load for me and I had to manually change the permissions for the downloadable Mac version. Also the zip file could not be unzipped by the default tool.
Besides these technical hurdles, the game was awesome!
I personally didn't find it too harrowing, but I've been playing games for a long time. Definitely would like to see this with more content and more clever puzzles. Great job!
Good music. I hope you're planning to work on it some more
I'm glad you only needed two green blocks on level 4, because otherwise I don't think I would've beaten it :P The other two blocks ended up falling to where they probably would have been unreachable for me.
But nice game overall! I wish there were more than 4 levels, but that's pretty good given the time limit.
Also, I beat it. If you want a screenshot sent over, I can do that too.
HOO HOO HOO HOO
Nice snake game! It's really fun, and different from the original. The platformer mechanics made this really interesting. :)
And kudos for the nice and simple graphics and the sfx.