Its my interpreation of a snake game on a gameboy screen.
Experience this good old tech game with some small twist. It is addicted.
What is your highscore ?
How to play: ----------- - WSAD Control - Powerdown collect gives you more point but also a negativ effect over a certain time (inverse controls, speed)
This really took me back! I love the inclusion of music that intensifies as you progress. I'm not sure if I fully understood why powerdowns were designed to work the way they did, they seemed risky so I ended up avoiding them as much as I could, but that worked out okay for me, haha. Awesome work!!
Great snake implementation! Fun fact: this was the first snake game that my son (he's 5) has ever tried. :) He says "It looks like that lego thing you have"
Hope you had as much fun making it as we did playing it!
Clean Game Boy look and the snake controls feel right. The power-downs are the most interesting part: trading a bigger score for inverted controls or extra speed is a nice risk-reward idea. I'd push it much further, because right now it still plays mostly like classic Snake, and more and weirder power-downs could make it feel like its own game. Nice work for a compo!
This is a very good version of snake! I just wanted to give you a shout-out for the attention to detail that you put towards making authentic gameboy visuals. Pixels were aligned to a pixel grid! Sprites stayed within their four-color caps! Is the gameboy screen actually running at the proper resolution of the original gameboy too? Great job :)
The only piece of feedback that I have is that it felt like the error powerdowns often appeared right against the edge of the screen, which made them particularly dangerous in an unpredictable way, and meant that your best bet was generally to avoid interacting with them, which was a shame. Giving the player a visual piece of feedback to let them know which glitch was occurring would have helped the powerdowns shine as a risk/reward mechanic for players who like to live dangerously, as opposed to a hazardous mechanic that will almost always kill your run. For example, if you rotated the head of the snake, you could subtly signal to the player that their controls were scrambled, giving them more agency to survive the scrambled controls without trivializing the danger.
Overall though, I really enjoyed playing, well done!
@koolruz yeah it use the original gameboy resolution (just upscaled in gamemaker for the screen but the base resolution is correct). Also used the original gameboy color pallete :)
Ty for your feedback (yeah the powerdowns are quite random when they are appear - just not on the places which are occupied by food or the snake imself).
Comments18
Hope you had as much fun making it as we did playing it!
You also captured the Game Boy look and feel perfectly. This genuinely feels like a copy of Snake you could've played on a Game Boy in 1990.
The only piece of feedback that I have is that it felt like the error powerdowns often appeared right against the edge of the screen, which made them particularly dangerous in an unpredictable way, and meant that your best bet was generally to avoid interacting with them, which was a shame. Giving the player a visual piece of feedback to let them know which glitch was occurring would have helped the powerdowns shine as a risk/reward mechanic for players who like to live dangerously, as opposed to a hazardous mechanic that will almost always kill your run. For example, if you rotated the head of the snake, you could subtly signal to the player that their controls were scrambled, giving them more agency to survive the scrambled controls without trivializing the danger.
Overall though, I really enjoyed playing, well done!
Ty for your feedback (yeah the powerdowns are quite random when they are appear - just not on the places which are occupied by food or the snake imself).
@snowdrama 360 is pretty good!