julienlussiez 2022-04-04 16:55
Nice little game. It's a good idea to have a caravan instead of classic snake.
Foon → Ludum Dare Explorer → LD50 → Caravan to Empire
By hadryel
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 326 | 3.41 | 25 | |
| Fun | 300 | 3.37 | 25 | |
| Innovation | 111 | 3.78 | 25 | |
| Theme | 370 | 3.50 | 25 | |
| Graphics | 448 | 3.08 | 25 | |
| Audio | 358 | 3.00 | 22 | |
| Humor | 301 | 2.76 | 19 | |
| Mood | 361 | 3.12 | 22 |
Nice little game. It's a good idea to have a caravan instead of classic snake.
Nice idea and controls!
I miss a game screen indicating which elements are good or bad and some feedback when the caravan changes
I made it to day 54 with 3756 steps! I'm still not really sure what strategy to employ for efficiency and I think that makes this a great game! Definitely some more strategizing that can go on for the player than a simple snake game.
Nice innovation! Thanks for the entry!
Fun idea and modifications based on Snake!
The icons lack contrast to the background and are not very standing out, and hard to recognize what they are or why they're there necessary for a caravan to collect, but it might just be me.
Magnificent idea...... snake the caravan game :smile: Loved it :thumbsup_tone1:
I loved the city-building aspect. I would have played many more times if some of the progress carried over to the next round.
Very original take on snake!
Neat idea! I wished that I had some control of what to do with my resources, but seemed it was just random what showed up as able to build (and I wasn't sure what they did) - it would have been cool to be able to see two different ghosts of things to build, with their resource costs and description (e.g. "cost: 3 stone, generates 1 food/day") under them, so I had an interesting choice of "build this thing now or save up for that thing later".
The itch.io fullscreen button is getting in the way of clicking Unity's fullscreen button, I think you can uncheck the "needs fullscreen button" on the itch.io side, should make it slightly easier to go fullscreen.
Music was pretty good, didn't get annoying, for as long as I played, which was 15 days =).
Very neat mix between snake and colony management. Love the mashup. I didn't totally understand the quests, and at some point new things stopped spawning on screen, but I enjoyed it! Nice work!
Loved the idea! Could use a bit more clarity with how to fishish quests etc. Good job!
I really like the idea but things stopped popping into my screen at some point so i was unable to continue.
Cool music and nice art style. It is rare to not see pixel art in a Compo. Also, balancing games is hard and can take a lot of time. I never manage to balance mine either, so I get it :) Some explanation of what objects are doing, would be nice, because it looks like trees/rock and buildings do something else. And I can quite figure out what "ghost" building and regular buildings dose. Beside that nice take on a classic!
Cool game, great idea mixing the snake game with a colony building game :) Having some pointers/clues to indicate what you're collecting would be a great feature!
This was an interesting take on the classic snake game with the added colony building mechanic.
I felt like the controls could maybe use some tuning. The turning precision seemed off a bit.
I liked how you could reduce the size of the caravan by making the buildings. I got to a point where a quests menu appeared, but didn't have any quests. I'll probably go back and try again to see what sort of quests I get.
I think the mechanic of building the village as you go along, also being the thing that inevitable ends your game is a cool idea. Had fun playing however I did notice the game was a sometimes unresponsive to my key presses. It wasn't always, but just enough where I would crash into something because the caravan didn't turn when the key was pressed. Could just be my old keyboard :smile:
I really liked your vision for classic snake game. It's very interesting combining with strategic game. Even music is not so bad to volume down it by default)
At first it was kind of hard to understand why I should be running straight at trees and stones, but I guess I get it :D The music loop was nice but it was way too short. You shouldn't put all the movement controls in one if-else. Then if I'm still holding up when I want to go left, the caravan goes up. Basically I'd read the inputs in the order you do, separate ifs and then ignore the direction that was pressed last frame. Fun idea and great implementation. Well done!