Pellet by Austin Sierra

Instructions: Arrow Keys to move and avoid the colored snakes.
Since 1976 the rules of Snake have been the same, eat the pellets to grow bigger. To the Pellets, this has become a fact of life, almost as much of a guarantee as a Tetris block is to fall to the ground. Unbeknownst to the average gamer, some Pellets elect not to go silently into the night, and instead put up what fight they can against their reptilian overlords-- which usually just involves running away! This game is their story. Delay what is surely an inevitable death and survive as long as possible against wave upon wave of endless snakes!

| Link | https://churchofaichrist.com/wp-content/uploads/2022/11/Pellet.zip |
| Original URL | https://ldjam.com/events/ludum-dare/50/pellet |
Ratings
| Overall | 1082th | 3.2⭐ | 57🧑⚖️ |
| Fun | 808th | 3.268⭐ | 58🧑⚖️ |
| Innovation | 293th | 3.696⭐ | 58🧑⚖️ |
| Theme | 576th | 3.759⭐ | 58🧑⚖️ |
| Graphics | 1260th | 2.304⭐ | 58🧑⚖️ |
| Audio | 842th | 2.804⭐ | 58🧑⚖️ |
| Humor | 593th | 3.088⭐ | 53🧑⚖️ |
| Mood | 1174th | 2.962⭐ | 54🧑⚖️ |
| Given | 49🗳️ | 57🗨️ |
- Game was getting some random hitches in the web build, couldn't see exactly what was triggering them.
- Unclear why the game page asked for an age before allowing the game to be seen.
- Interesting flip on on snake
- Would have been nice to have some volume sliders for the music and SFX.
Really like the concept of flipping the roles in a snake game.
Good job overall!
My main gripe with the game is that it takes a bit too long for the games to get interesting. For the first 30ish seconds you can basically survive by doing nothing.
Overall, though, very fun idea and a great take on the theme!
- The moving camera was nauseating for me.
- Also got some lags after a while.
- I didn't realize who I was playing on the first run.
As people have already said, the background is really noisy and the camera seems off.
Good job!
1. Don't keep checking the path. I assume you're using A* or something like that to find your paths? You need to set a timer for each entity, and update the path when it hits zero. Otherwise, just let your enemies go in the "wrong" direction for a while.
2. Not all enemies need to be pathfinding during gameplay, you can just set some of the enemies to be moving in mostly random directions and the players won't notice because they're being chased by the "smart" enemies.
3. You can, and should, consider having shifting behavior based on proximity to the player. It's way cheaper to have your game check distance then to go through full pathfinding algorithm. You can either count the number of tiles if you're using a grid system, or use a distance formula, I like Euclidean - sqrt((x1-x2)^2+(y1-2)^2).
4. Don't be afraid to use a less complex algorithm for enemies if you're strapped for time. Your player doesn't know what's going on under the hood, and so long as the illusion of enemies thinking and trying to reach you is there, it doesn't really matter how you did it.
This is just some easy changes that can be made to enhance your ai performance with limited time. Most of these changes take very little time to do and can impact performance quite a bit. Also, a disclaimer, I'm not an expert on this. These are just tips from personal experience over the years, maybe some of them aren't 100% good advice. This is just advice to help you with making things quickly. Also, I'm not looking at your code, so I don't even know if you're already implementing some of this stuff. I just figured since @austin-sierra was so nice, even going so far as offering to share some of their code with me, I may as well share some knowledge myself. Take care, and once more, I do really like this game. It's very innovative and the music is wonderful. Okay. Bye now.
Good work and interesting to read you thoughts on AI pathfinding!
Very cool game! really interessting take on the theme I like it a lot.
The game lagged a little bit for me, but that might be because I played on a 4k monitor
It is better to remove the camera offset!
Refine the game and release it! And maybe it will become one of the famous masterpieces of casual games! :)
I did it :)
maybe having the snakes not spawn from the corner you are closest to could be an improvement. it is incredibly frustrating when a snake spawns basically right on top of you.
I can confirm the lags do not come from the 4k monitor but probably from the pathfinding and collision resolve
I think the camera movement is not necessary as it cause to much movement and detracts from the visibility of the game.
I liked the fact that you have the same sprite than regular pellets, it forces the player to move to remember where he is, therefore putting himself in danger.
That was a nice entry, well done!
After a few tries, managed to reach around 200 score, pretty impressed that some people got higher scores ^^
Judging from the screenshots, it just looked like a snake game but playing it, it wasn't one.
Creative idea turning snake around and being the thing that gets eaten by a snake.
For the movement, it seems like if you're moving diagonal, you're faster.
Ever heard of the Pythagorean theorem? a² + b² = c².
So for example, you're moving 1 to the right and 1 to the top at the same time.
Your total distance traveled isn't 1 but square root of too because of the Pythagorean theorem.
So if you're moving diagonal, you have to divide the speed by sqrt 2 to keep it consistent
Also the screen moving while the pellet moves, is a bit distracting.
The music is fun! Did you play that yourself? Or is it some program like garageband?
I won't reiterate stuff other people have mentioned, but here are a few quick and easy tips to polish a game very quickly:
- Use a consistent color scheme - I’m terrible at picking out colors, so I use a color scheme generator when I need a new one, like https://coolors.co/e9d758-297373-ff8552-e6e6e6-39393a. If you don’t like the colors you can just reroll them, or lock some of them in and just reroll the ones you don’t like
- Pick a fun font - There are lots of default fonts installed, but if you don’t like any of them, you can pick out a custom one from a site like https://www.dafont.com/ (just make sure the license permits whatever use you intend it for), download it, drag it into your Unity Assets folder, and it’s ready to go! It’s actually kind crazy what a different font can make; getting one that matches the vibe you’re going for can completely change feel of the game!
- If you're working in Unity, add lots of particles! Don't go overboard and flood the screen with them. My philosophy is that almost every action and event should have a reserved, appropriate particle effect, but even just adding a bit here and there can have a surprising difference in making a game feel more polished. This can be the most time-consuming to implement of these tips, but there are also very simple ways to implement them that don't even require code. Examples: have any moving elements leave a trail of particles; have important buttons, characters, or items radiate particles; create particle effects that go off when an item/character is spawned in
Ah btw please make a button to mute or lower the audio, because the song is good but with time it gets tired :/
Thank you for sharing your game with me on Twitch (MsMiaChar). The playthrough can be found at https://www.twitch.tv/videos/1451579897?t=00h01m34s
Some notes: The camera movement is a bit odd. Adding WASD as an alternate control scheme would be nice.
Good game though, especially for a first jam game.