OROBOROS by nerdysl0th
OROBOROS, the world serpent, is the incomprehensible creature responsible for the seemingly ceaseless loop of life and death.

To maintain this cycle, a great sacrifice is needed -- the eternal serpent must consume itself again and again for every initiated iteration.

The realm of its dwelling, however, is one filled with cramped tunnels and lacerations in space itself.
The creature's mystical nature allows it to phase in and out of planes of existence via the means of GATES. It can willingly choose to travel through one, though it's not always necessary.

Controls
- WASD/arrow keys -- move
[R] -- restart level
[SPACE] -- go through gate
[ENTER] -- continue
[S] -- skip text
Description
OROBOROS is a short, terrible puzzle game. Don't expect an interesting or challenging experience, as I'm a terrible level designer.
| Youtube | https://github.com/ArgonBeryllium/ld47 |
| Youtube | https://arbe.itch.io/oroboros |
| Youtube | https://arbe.itch.io/oroboros |
| Original URL | https://ldjam.com/events/ludum-dare/47/oroboros |
Ratings
| Overall | 257th | 3.5⭐ | 20🧑⚖️ |
| Fun | 297th | 3.306⭐ | 20🧑⚖️ |
| Innovation | 244th | 3.444⭐ | 20🧑⚖️ |
| Theme | 79th | 4.111⭐ | 20🧑⚖️ |
| Graphics | 156th | 3.789⭐ | 21🧑⚖️ |
| Audio | 136th | 3.553⭐ | 21🧑⚖️ |
| Humor | 133th | 3.2⭐ | 22🧑⚖️ |
| Mood | 150th | 3.553⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 10🗨️ |
The last level was challenging in a good way. Too bad there wasn't more levels.
I like this game, but I think it would've been way better if you showed both areas of the portal on the screen. it became a guessing game instead of a logic game because I didn't know how long my snake was. I also wish I could tap through the intro since the text displayed quite slow
but.. it was a cool concept, it was well made, I liked it a lot. Those gripes were small gripes just for feedback, generally I think this game is quality.
Go rate some games and qualify, this game deserves to qualify lol
@benjamin I completely agree; At a certain point when designing the levels I felt as if I'd hit a wall, and that there wasn't enough there to create actually interesting puzzles.
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@alexrose Oh dear, I completely missed that! At no point while programming did I think about the fact that often times the length of the snake isn't immediately apparent, mainly because I always had it right there in front of me in the map files. What's funny is in my early pen-on-paper concept of the game I had a length indicator in the corner, but I never implemented it.
Regarding your other criticism: There is a text fast-forward button (S), though I didn't indicate it anywhere since it was really added as a debug feature, thinking the text speed was probably fine for a one-time read. I'll make sure to indicate things like that better in the future, as long as I don't forget lol.
Otherwise, I think you took a well-known game and iterated on it just enough to make it interesting. "Oh, I'm supposed to hit myself? Neat." "Oh, I can only win if I eat my tail? Now it's a challenge."
Coming up with plenty of puzzles can be a challenge, but I thought what you had in there was a good enough start to wet my appetite. I loved it! Great job!
Audio and visuals work really well together.
I think I'd like to be able to undo a single move rather than having to start levels all over again, but the levels are sort of small enough that it's not much of an issue.
I would have preferred seeing the entire puzzle at once. Having to remember the other area while thinking makes the game harder in a way that I think doesn't necessarily make it better. Sorry for nitpicking, I liked it overall :)