Naga by AndrewBallinger

[raw]
made by AndrewBallinger for LD 42 (JAM)

Naga<em>Cover</em>Border2<em>Narrow</em>Large_Dark.png

In this turn-based dungeon crawler, help a youngster grow big and strong as he explores the creature-filled subterranean world. In this nostalgic reimagining of the classic Snake, defeat monsters while avoiding severing your own tail in the confusion!

Growing up has advantages, but what happens when you continue to grow? Will you find yourself running out of space or will you maneuver out of the dangerous depths to freedom? :snake:

How to Play

  • WASD to move

    • Clear the level of monsters
    • Retrieve the golden key to unlock the trapdoor
    • Go through the trapdoor to the next room
  • The Naga has an indiscriminate palate. Be careful or you might end up eating your own tail!

Loading<em>Screen</em>4<em>Animation</em>Completed.gif

Team

                                     Andrew Ballinger: Developer

Rabbit_Brown.gif

                                     Alex Welsh: Developer

Rat_Black.gif

                                     Amy Ballinger: Art

Spider_Joro.gif

                                     Jennifer Welsh: Product Manager

Key_Bronze.gif

                                     Dana Ballinger: Music and Sound

Spider_BlackWidow.gif

                                     Chris Ballinger: UI

Rat_Brown.gif

                                     Nic Ballinger: Junior Developer

Rabbit_White.gif

Behind the Scenes

  • The naga is affectionately (or sarcastically) referred to as Bob the Snake by the members of the team

  • The game went through several concepts, at one point our creature had loftier goals and wanted to conquer the world before we agreed on a Baby Snake (or Baby Bob) maturing into adulthood and learning the pitfalls of growing too big.

Post-Mortem

  • We weren't able to implement nearly as many gameplay elements as we wanted. Including, but not limited to: levels with increasing difficulty, damage/health, game-end scoring, real-time play, a puzzle-strategy mode, dungeon loot, upgrades, curses, more monster types and abilities, and bosses. But, we did it! It's there!

  • This was our first time using our two primary tools: Unreal Engine 4 and Aesprite. The whole team learned a lot of the ins and outs the software via the traditional method of Ludum Dare Trial By Fire.

  • As is, it ended up having a pretty short play time. We're hoping to flush it out a bit more post-jam, so let us know what you'd like to see added!

Ratings

Given 0🗳️ 0🗨️