I believe that a solution is a solution! Thanks fir the feedback and thank you so much for playing the game :)
Noon
Creator of
Recent community posts
Game mechanic is implemented well and the orange block is really really cute. I’d love to play more levels if I could. Stretching back to the shape is also really smart. Though I think for this game, gravity kinda works against the fun of moving and stretching the lil guy. I also think the BG is a bit too distracting. But overall, really good game!
The art is really cute but the game asks for a lot all at once! Interactable objects are not very clear, and when you’re stepping on burgers (oops) you can’t jump anymore. The theme could have been fun but getting there takes way too long, and there’s only one pipe to go through from what I can see. Cool entry and good work!
Good vibes and music. The theme is a little lost, since it only triggers when you get hurt. And if you play well, you could just never trigger the theme mechanic. (I got over 100 wahu). I think a few scaling powerups or having the player slowly scale smaller after getting hurt would have helped in utilizing the theme more. Or instead, you slowly grow larger, and blocking properly makes you smaller! Good job though :)
Very wonderful entry! Game feels nice and punchy. I also love how bright the game turns out to be with the radioactive green snake. The game also has a certain polish that I don’t expect from jam games, like the clean death sequence or the cool hunger mechanic. Certainly see myself playing this again!
Oh hi! Sorry this reply is coming in real late. My current implementation is actually really finicky too I’m fixing it right now! But most enemies in the demo have two main scripts. A controller based on the player’s movement. This allows them to move around the field like the player does. Then theirs the “AI” Script which determines how the enemies move. The AI script also manages what the enemy “sees”. So their options are move, attack, or idle, then the AI decides which one to use.