The Serpent of Scorhill by Jofish

[raw]
made by Jofish for Ludum Dare 47 (JAM)

Premise

An ambitious twist on a classic game, Snake.

I wrote all this flowery flavour text about how you control a spiritual being who is attracting the rune stones from within the Earth towards themselves and they can form spiritual bonds by looping the stones around, but honestly it's all just a little overblown. I was going to have some additional animations to convey this more clearly, but couldn't get them working in time.

Controls:

  • Arrow keys or WASD to move
  • Q to restart
  • Esc to quit
  • F1 to save a screenshot (It will be saved to appdata/local/the serpent of scorhill)
  • Alt+Enter to toggle fullscreen mode

Some self reflection:

I'm pleased with the work I did on this, particularly the visuals, but I managed my time poorly and there are one or two things I never got to finish.

The main thing to note is that the concept was originally going to be a puzzle game about creating specific shapes with the loops, but because I chose to invest so much time in art and animation (much of which I had to scrap anyway because it didn't work), I no longer had time to make a level editor or any of the other infrastructure that the puzzle game concept required. I think this problem is particularly apparent in how unsatisfying the percentage meter can be - I thought it might be broken for a long time, but I think psychologically it's difficult to properly estimate how much of the game space has actually been filled in and the effort required is so great compared to the actual progress that you're making, that you're realistically not going to reach much more than 50%, especially on the larger levels at higher speeds.

If I ever rebuild the game, the puzzle game concept will definitely be the priotiry. I feel that this would better emphasize the core mechanic of the game, which I believe to be a strong one despite the poor presentation here.

Notable miscellaneous problems:

  • No highscore (a problem shared by my LD46 game, Protect the Sandworm)
  • Dodgy sprite layering
  • The game possisbly crashes if you somehow win (but if you manage it then frankly well done)
  • The concept is poorly communicated
  • The writing is rushed and wonky
  • General UI ugliness

Still though, I've learned a lot from this one and I'm excited for what the future holds.

Ratings

Overall 1003th 3.365⭐ 28🧑‍⚖️
Fun 863th 3.288⭐ 28🧑‍⚖️
Innovation 1207th 2.942⭐ 28🧑‍⚖️
Theme 1170th 3.231⭐ 28🧑‍⚖️
Graphics 1112th 3.212⭐ 28🧑‍⚖️
Humor 621th 2.935⭐ 25🧑‍⚖️
Mood 972th 3.229⭐ 26🧑‍⚖️
Given 15🗳️ 24🗨️

Feedback

Nazorus
07. Oct 2020 · 16:59 UTC
That's a pretty fun concept, I think you can go pretty far with it, the only thing missing is a goal that is a bit more achievable, or maybe some levels that would require different shapes of loops to complete!

The game looks a bit rough but charming, and the haunted stone actually looks pretty damn good. I think you did a good job despite the time management issues you mentioned, especially for a solo game :smile:
🎤 Jofish
07. Oct 2020 · 17:03 UTC
@nazorus thanks for the feedback! As I say in the description, the original plan was to make it a puzzle game based around forming shapes, but sadly I mismanaged my time. If I do work on this in future that will be the direction I take however. Thanks for playing!
Aurath
07. Oct 2020 · 17:05 UTC
I agree generally about the directions being overly verbose and vague, and I think having the default setting be so slow is an initial turn-off, but overall I think the game is great! The twist on an established game and integration of the theme is fantastic (though I wouldn't say anything is 'stuck' per se), and the art is really good as well. The rest of the complaints you bring up weren't really issues to me.
Steffy
07. Oct 2020 · 17:08 UTC
I think the graphics were good and the background music as well as sound effects were fitting. Good job!
🎤 Jofish
07. Oct 2020 · 17:09 UTC
@aurath I did think I ended up using the verbose tutorial text as a bit of a joke, since if you turn off the flavour text it argues with itself, but I do have a feeling that even with that, it's still not too clear how to actually play. Interestingly, it hadn't occurred to me about the default speed setting - I just set it that way because I wanted the 'thoughtful - frantic - no' joke to make sense. Thanks for pointing it out, and for playing!
Jetyh
07. Oct 2020 · 17:20 UTC
It's an interesting and novel take on the classic game of snake that I think works quite well and is fairly enjoyable.
Kultisti
07. Oct 2020 · 18:15 UTC
Hey super huge props on writing after-thoughts! don't be so rough to yourself, you totally nailed the mood and i also loved the worldbuilding you did at the start of the game <3
And thats a unique take on the snake-genre, as you said some things might maybe need some fixing here and there but that's gamejams you know! and once more, huge props on writing after thoughts down <3
GavinDotJS
07. Oct 2020 · 18:31 UTC
I like the overall idea and the new take on snake. I liked that bit of back and forth in the flavor text vs. instruction. Nicely done!
nablaz
07. Oct 2020 · 18:41 UTC
It's a really well made snake-like game. The visuals are nice and I think the music fits nicely. Granted, it's nothing super new, but I don't think you should be so hard on yourself. Personally, I really liked the story elements and thought the mood was cool! Good job!
Somogy
09. Oct 2020 · 20:23 UTC
What an incredible game! I loved it, great job
Somogy
09. Oct 2020 · 20:23 UTC
What an incredible game! I loved it, great job
Battlerager
10. Oct 2020 · 14:14 UTC
Interesting concept!
Certainly a cool spin on Snake.
I liked the flavor text stuff!
My main gripe is the graphics for the segments that make up the "Snake" body.
Them being taller than one grid tile makes it kind of hard to line things up correctly, especially when things get crowded and hectic. Less is probably more for this kind of gameplay.

Still, I enjoyed my time with this!
🎤 Jofish
10. Oct 2020 · 14:23 UTC
@battlerager thanks for the feedback! There are a lot of problems caused by the tall snake segments, for sure. I don't think them being taller is inherently an issue, but I failed to solve all the non-inherent ones in the time I had, which as you've said can be confusing.
Cargamoni
11. Oct 2020 · 01:36 UTC
Nice game nice twist i like it, thanks for the game please rate our game too ^^
VPhyre
14. Oct 2020 · 02:01 UTC
Your game is very reminiscent of an old snake game. The mechanics elaborated are very interesting and creative. I liked the graphics and the music too. Overall, I found it a fun experience. Congratulations.
VPhyre
14. Oct 2020 · 02:01 UTC
Your game is very reminiscent of an old snake game. The mechanics elaborated are very interesting and creative. I liked the graphics and the music too. Overall, I found it a fun experience. Congratulations.
VPhyre
14. Oct 2020 · 02:01 UTC
edit: The site bugged and tripled my comment. Sorry about that.
Sli
16. Oct 2020 · 22:21 UTC
Nice take on the theme and the snake game. I got 64% on medium. On small it did break when there is one free box left.
Overall I had fun. Good Job.
🎤 Jofish
16. Oct 2020 · 22:41 UTC
@sli wow, respect for managing to finish it! I thought it might crash when you get to that point, so I guess that's your victory fanfare
Papaver
25. Oct 2020 · 15:17 UTC
Nice variation on snake! :) It was a bit confusing at first that the stones are taller than the squares. I enjoyed playing your game, and I also enjoyed the two different flavours of the rules. :smile:

I indeed crashed the game on "Small" + "Thoughtful" and running around till there is one square left (without making loops).

I wonder were you wanted to go with the puzzles, so let me know if you develop it further. Well done! :)