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TIGSource ForumsDeveloperPlaytestingViper - ye olde snake game, but with bombs & teleporters & stuff
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Author Topic: Viper - ye olde snake game, but with bombs & teleporters & stuff  (Read 528 times)
cstg
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« on: October 05, 2017, 08:46:41 AM »

Why another snake game?

I'm still learning and wanted to work on something I can actually finish. I really liked the look of Snayke, a game that was released a few years ago then promptly disappeared off the internet. This is my take on it.
Also I'm hoping to make gampeplay work on Android. It runs well enough, but I'm not yet sold on the controls.

Play online

Current state
- alpha quality
- by default there are 6 or 7 levels
- levels are saved in the browser's cache
- the numbers next to the level buttons are the high scores/best times
- classic or infinite mode scores are saved
- puzzle mode times are not saved (I think)
- sound is off by default (just some random sounds I created using bfxr)





Features:

- Various block types: walls, food, inverters, teleporters, bombs
- Level editor
- Classic (goal is to get the highest score) and puzzle (eat all food blocks in least amount of time) mode
- Smooth movement (Highly dependent on hardware and CPU/GPU load)

What I'm interested in:

  • Performance: Is the game running smoothly on your machine? If not, please specify OS/browser/CPU
  • Editor usability: What features would make it more user-friendly
  • What features you think would make the game better
  • Other block types that would be interesting
  • Anything else that works or doesn't

« Last Edit: October 05, 2017, 08:59:07 AM by cstg » Logged
marcgfx
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« Reply #1 on: October 15, 2017, 06:22:53 AM »

smooth.
maybe change the color of the collectible dots? It's confusing when you are passing through them, as you can no longer see your head.
I was astonished that the screen wraps and that I could pass through myself as well. But then I died, I guess something about those two assumptions was incorrect.
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