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A jam submission

Jörmungandr QuestView game page

GMTK Game Jam Submission
Submitted by GameFraek, C_raider — 10 hours, 42 minutes before the deadline
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Jörmungandr Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#27413.5423.542
Audio#34592.8752.875
Enjoyment#36672.9582.958
Narrative#47092.1672.167
Artwork#54242.6252.625

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The game is about making a loop with your snake body, forming an ouroboros.

(Optional) Please credit all assets you've used
see description for full credits

(Optional) What would you like to be called if GMTK features your game?
GameFraek and C_Raider

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Comments

Submitted

The movement is... interesting. Probably would be better with less inertia. And I think that there really needs to be more feedback on the bite itself, right now it's just "nothing happens, and then the level ends in a could seconds"

Congrats on making it through the jam!

Developer(+1)

thanks for the feedback

There is some feedback on the bite in the form of a sound effect i just broke it right before pushing the last build and didnt realise lol

Submitted(+1)

Movement was rly fun and challenging, it made snake feel alive, loved that aspect a lot.
I think biggest thing to add would be some kind of bite animation or effect. 

Developer

Thanks!

I 100% agree it could use a lot more juice like effects, animation maybe even some screen shake on a bite or something 

Submitted(+1)

i like the snake physics and art, movement is a little weird, but not so different from my snake game xd
nice job
may i ask, did you use forward kinematics + collisions?

Developer (2 edits)

Thanks for the kind words!

And yes we did, the snake is made up out of its head, a bunch of capsule body parts and its tail. Which are connected with hinge joints. These all get a rigidbody (set to dynamic) and a collider (both 2D of course). The rigidbodies are setup mostly the same but the tail is set to be slightly heavier. We also use linear and angular dampening to make it slide around less.

In order to move the snake a script applies a forward or backwards force and a torque for side to side to the head based on input. We also apply only a forward force to the body parts were the force gets reduced by a reduction factor based on how far along in the chain it is. (We apply the force relative to local space by using AddRelativeForce)

That last parts was C_raider’s solution, we found it makes the snake feel a lot better then only applying the force to the head. The problem you run into there is that if you add more body parts the snake would become heavier, making it slower. If we just increase the speed based on the number of segments it becomes inconsistent.

Pegs only have a circle collider unless they are on a track then they have a rigidbody too, but we dont apply any forces through script.

I like your game btw, I’ll leave a comment on your page :)
I’d be curios to know how you solved it.

Submitted(+1)

Thanks for checking out my game!

 I never thought of using rigidbodies that way, im sure it made the collisions easy to add.

My snake is completely transform based, and is attached together using a bit of math.

Similar to you, i have a bunch of segments, the head, middle segments, and the tail. I put all of them in a class

Ill try to explain as best as i can.

Basically, its a big chain of connected points. Each point is confined to another via a distance constraint (takes the distance between one point and another, and normalizes it). If one point moves, the rest follow it. Its pretty simple on its own, but i also managed to add angle constraints for each individual segment, so the snake cant turn on to itself too weirdly. 

And thats pretty much the concept, all i have to do is move the head and the rest of the body follows smoothly. It is a bit more complicated in code, especially with the angle constraints, though.

One problem with transforms, i couldnt get collision physics to work, so i just changed the angle when the snake hits a wall.

Thanks for sharing :) nice to see how other people do it

Developer (1 edit)

I think it might have been fine if you only added a rbody to the head for collision? But i'm geussing you tried that. Alternatively as long as you snake has colliders you could give the walls rbodies instead.

Also what your doing kinda sounds like re-inventing hinge joints, but doing it yourself does make it super flexible 

Either way cool approach and thanks for letting me know, it seems to work well for the more fast paced nature of your game

(+1)

Very interesting concept but I found navigating with the snake rather difficult and actually ending the level a little too tedious. It would be neat if when the snake head collides with the tail it triggered an auto complete for the level. I would love to see this concept taken further, great job for such a short game jam

Developer

thank you so much!

We considered automatic triggering for the tail bite but figured it would get in your way on some levels, this way you can recover instead of having to restart. but i think it would have been fine for the most part especially with the current level set. 

Submitted

The controls were a bit hard, I wish there was a bit more control on the speed, it feels a bit slippery right now!  Some of the assets were a bit mis-matched in aesthetic, which is a shame because I think the serpent looks really nice :)

Developer

thanks for playing and the feedback,

The snake is the only art assest that we made ourself so that checks out haha, shout out to C_raider for that
The controls is a common complaint, and rightfully so, the first version was even more slippery though.

Submitted

I really like the Norse/Viking aesthetics of your game! It took me a while to figure out the controls but then they clicked. Keep up the good work ourobro! :)

Developer

thank you <3

Submitted (1 edit) (+1)

Very cool take on the ouroboros idea!

The controls were a bit finicky at first but mastering them was quite satisfying. I would consider making the tail bite automatic instead of having to press space – I always had to spam space a bit until it worked which was a little annoying. Other than that: really fun!

Developer(+1)

Thanks so much for the feedback!

The auto bite is a good idea that i did consider but i figured that because this game isnt on a grid you might run into it by accident sometimes if we ended up making some puzzles based on elemetens moving or making tight turns. But maybe it would have been fine and we could have for sure improved the detection a bit

(+2)

cool idea of interpreting the theme this way, was surprised of the tank controls, it isnt inherently bad but it does feel really slippery that i had to stop and move slowly just so i can control how i move. despite all of that its a pretty neat game

Developer

Thank you for the feedback!

The movement is something we struggled with quite a lot actually.

We found some ways to make it less slippery, but all of them also would cause you to also become really slow. This felt like the best balance we could find before the deadline, but it could still use some tweaking indeed.

that's fair yeah, good tank controls are hard to make right from my experience

Submitted(+1)

wow, that's an original idea! i had a little trouble understanding how to move at the beginning, but once i figured it out it was a pleasant experience!

Developer(+1)

Thank you so much!

glad you liked it, can't wait to play yours when I find the time