Powersnek by Aarneus
Eat the planets! Devour them all!
A simple and short puzzle-ish game about a gigantic space snake eating consuming galaxies.

| Windows | https://ergo.itch.io/powersnek |
| Linux | https://ergo.itch.io/powersnek |
| macOS | https://ergo.itch.io/powersnek |
| Original URL | https://ldjam.com/events/ludum-dare/39/powersnek |
Ratings
| Overall | 223th | 3.478⭐ | 25🧑⚖️ |
| Fun | 131th | 3.565⭐ | 25🧑⚖️ |
| Innovation | 211th | 3.364⭐ | 24🧑⚖️ |
| Theme | 535th | 3⭐ | 25🧑⚖️ |
| Graphics | 231th | 3.522⭐ | 25🧑⚖️ |
| Audio | 367th | 2.682⭐ | 24🧑⚖️ |
| Given | 30🗳️ | 10🗨️ |
Other than that good effort! :smile:
Thank you for the feedback! :)
Very polished game, great job.
Also, you have to play the first level optimally or you won't have enough energy in the second one :thumbsup:
:star: Puzzle games always benefit from more levels, but I think what you managed to get done in 48 hours is impressive. There is even some variety in the levels rather then just stretching the mechanics you had implemented out into boring levels, you keep it short and to the point. I think that was a good decision.
:bug: I think I found a bug, or at least a questionable design choice. It seems defense and the benefit numbers both max out at 15. And that if you attack a planet at 15/15 you can consume it for free no matter what your current health/power level is.
:point_right: After saying that you did well to get what you got done, I feel a bit silly for my criticism. The game felt a bit one note. The puzzles were fairly simple, and the game didn't offer sufficient musical, graphical, narrative, and/or mechanical depth to keep me engaged. This game could easily be turned into something great, it just needs more... everything.
Overall great work. Thank you for making this!
The numeric limits are definitely a questionable design choice. I thought it would limit my levels if I made the planet's defense numbers subtract before the energy was added, but looking back on it it actually would have allowed for more configurations of planets, not less.
It seems most people think that the lack of content is the main problem, which I also agree with. Efficient level design and story are my most major weaknesses right now. That's something I have to work on for next time. Maybe not use an unfamiliar language and get some proper basecode :D
I was able to finished it, but it was very fun to play and had some very interesting mechanics. I liked the misaligned grid, i think it made it look much better than a boring rectangular one and also offered more choices at every turn.
I would have liked being able to restart from the last level when you die:after the third time i tried to solve the level with 2 green and 2 red planets I was almost in doubt of stopping playing it because I didn't want to repeat the same level twice (unless it's possible to finish each level in multiple ways - in that case it's perfectly reasonable)
This is a really nice puzzle game that would work perfectly on mobile. I really encourage you to think about releasing a full version there. Might have an audience.
The gameplay is very fun and the mechanics are intuitive, but surprisingly deep. I like that you think once about your entire movement pattern and then just go until you're through. Feels very good.
The presentation is great as well. Clear, high-quality sprites that show exactly what you need to know. The audio is passable I guess. Nothing special here.
Overall I enjoyed it a lot. Great work.
For the people who fail a lot like me, don't make us start again every time we fail hehehe.
Nice work, good luck!