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Cosmoroboros's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #1 | 4.125 | 4.125 |
| Overall | #2 | 4.062 | 4.062 |
| Gameplay/Design | #2 | 4.500 | 4.500 |
| Audio | #7 | 3.875 | 3.875 |
| Graphics | #8 | 3.750 | 3.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
The updates listed below with a particular interest in how well the levels flow; how good the levels editor is to use and how nice the game feels QoL wise.
Feel free to comment on anything else too tough, any feedback is always welcome! :)
What did you update?
-More Levels and improved level flow
- A lot of QoL upgrades like holding to move, undo/redo, keyboard UI navigation and more
- A more complete and polished UI (added main menu and settings, improved other screens)
- Some extra polish like a new victory "animation"
- A new Level Editor which we plan to use for a Mario-Maker like online level sharing system in an future update
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Comments
I like how you took the ouroboros and applied it to the puzzle genre, and I also like it aesthetically.
Although I'm not a fan of the genre, I found it progressed well, even though sometimes I encountered mechanics that were explained in the next level, but I must say that the aesthetics you gave it made them quite readable.
I also tried the custom editor, and it's definitely a mechanic that will prove to be very interesting.
The modification, or bug that I encountered, not knowing if it is implemented, is that there is no continuous control over where the snake's head or body is located, making it either bodiless (like when you first place it) or headless (see screenshot), so you have to delete it and reposition it (it's not so much the effort of repositioning it that's the problem, but that I would expect it to self-adjust).
Thanks a lot for the great feedback!
Yeah drawing the snake is a bit buggy right now but I will surely get it fixed sooner or later 😅
This feels smooth to play. I did have the music cut out on me periodically, unsure as to why. The audio overall was great and the sound effects felt nice for their respective actions (such as eating the black holes). I also like the little flourishes for the end of level, and how the snake keeps going behind the UI afterwards. Especially cute! As for the progression, it felt good in the first chapter of levels. It’s really easy to have them be either to easy, or jump in difficulty during the intro so I really appreciate that. Outside of the audio hiccups, my only concern would be with the undo and redo. They didn’t feel as intuitive to me, perhaps because I expect different mappings for a game than I would in a typical document or the browser. Unsure why, so that might just be a me things. UI navigation though is really nice. Although the styling feels a bit like it’s battling with the style of the game? It might be coloring or the flat colors against the starry background and texture of the snake. It also might just be my quibbling. Overall, it’s a smooth experience.
Thanks a lot! :)
What key mappings did you expect for the undo/redo? I can always add more key-bindings in one click so I’ll gladly add any keys that’ll feel more intuitive to you.
The UI is a work in progress so your feedback is much appreciated and we’ll keep it in mind going forward!
Ah I went for Z for undo and R for reset. These are the PuzzleScript keybinds (and have no redo). Actual native undo/redo keymaps make a lot of sense though! I just didn’t reach for them, so I appreciated the tooltip that called it out.
An extremely well-scoped concept executed flawlessly. The flow of the levels feels very smooth and intuitive. You did a great job introducing the mechanics gradually one at the time so that they are easy to understand. The game is a joy to play! The QoL features are very much appreciated, especially the reset button/key combo.
The graphics and sound are good examples of being simple, but still fitting the game really well.My only suggestion is that a bit of variety with the color palette from level to level could help make your game look more appealing in screenshots to visually convey the variety your game already has in its gameplay.
This is probably the shortest review I've written and it's because I don't really have anything more constructive to say ;)
Wow, thanks a lot for the very positive review! :D I’m really glad you enjoyed the game.
I think your totally right about the lack of visual variety. We want to have a sort-of world map for the full game and separate the levels by worlds so I think some different colours for each world would be perfect there! We’ll have to see what we can pull off tough since our main artist from the jam got a new job and doesn’t have time to work on the game anymore.
I also got the same error running on Windows 11 / Opera browser when I tried the WebGL version:
"Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)"
When I tried to download the file, I got an infected malware warning!
Really sorry about that! I did a small bug fix right before I had to go somewhere so I didn’t test my newest build properly and set an flag incorrectly when exporting. The web build should work without issue again now, I uploaded a new build and know to avoid the issue in the future.
About the malware waring: I don’t think there is much I could do against that, as any software that didn’t get an official (paid) certificate is usually threated as such. It’s the reason why I always provide web builds. The only thing the antivirus could have a problem with is that I create and edit files for the save-game and created levels, but it’s not really possible to have either feature without doing that.
Either way, sorry about my slip-up and hope you will give the game another shot!
Ah, thanks bene. Sorry for the scare, I don't download many games from Itch, but this was the first time I got a threat warning. I looked up the name of the threat and it does appear to be a false positive:
"Bitdefender's detection of "Gen.Varient.Ulise.439460" is likely a false positive, a common issue with antivirus programs flagging new or unsigned executable files, especially indies or personal projects, as threats. This happens because antivirus software often uses heuristic or generic pattern detection to identify malware, which can mistakenly target legitimate files that do not have an official or paid digital certificate.
Antivirus programs frequently flag Godot executables or embeds (like single EXE with packed .pck files) as suspicious due to their uncommon file structure and behaviors such as manipulating save files, even though the files are clean."
Anyway, glad to see the web build is working now! Looking forward to playing it later :)
Hey there, I'm on mac and just went to play your game in the browser on chrome. This error came up - let me know if you need more info to trouble shoot or if you know if there's anything I can do on my end to get it to run.
Thanks a lot for letting me know and sorry about the oversight! 😅
I accidently set the wrong flag on my last export but it should be fixed now. Could you give it another try and tell me if it works for you too? Thank you!
It is a really fun and nice game, although I had to think pretty hard at times (skill issue on my part). Feels polished and is overall a really nice game, could be good for mobile.
I enjoyed the challenge. The new mechanics got introduced well and some levels had some good headscratchers.
The concept is fun and the level editor works.
I am curious on what ideas you come up with for future mechanics/ stages.
I had a visual bug on Level 21, but somebody else posted a screenshot already. The planned animations/ effects could spice up the gameplay and will make it feel more satisfying. Overall, a fun puzzle :)
Somehow missed this game during GMTK despite searching for the couple games that went with that concept. Bit of context needed, 6 months ago I released Snakeloop (Steam|Itch), a puzzle game with the same base concept of a puzzle game based on Snake but where your goal is to eat your own tail.
I played all the way to the last level, which I failed to clear so far, and it took me a bit over 1 hour (although it’s obviously quite biased as I worked a year on a game with similar gameplay).
The game feels quite polished already, there’s quite a lot of levels already and the inclusion of a level editor is a nice thing. Now for the downsides, first is the flow of levels which feels quite weird with some of the tutorial levels being way after the first appearance of these mechanics (boxes & gates). Then the biggest issue imo is the amount of mechanics, there’s too many of them, they don’t always synergize well together and worse some are kinda incompatible with each other. Ie. there are 4 different ways you can do loops depending on the levels: loop anywhere (default one), loop on a plate tile, loop filling all the tiles and loop around galaxies. That’s too many different mechanics that can’t really go together. Imo it is best in a puzzle game to have few mechanics but have them fit tightly together and do the most with their potential, rather than having many mechanics that can be mismatched or aren’t used fully. And even with few mechanics you can end up with lots of different levels if those mechanics work well together.
Regarding bugs, I’ve had the same bug as Animamundi below with the victory animation breaking on 2 or 3 levels (don’t remember which). But a major bug was on levels with 1-way portals: Using Undo on these levels breaks all the 1-way portals with their sign all changing to the same one (and if you take any portal, they’ll all disappear).
Still, I’m quite curious to see where this project will go and will keep an eye on its development.
Thanks a lot for playing and the great feedback! :) Interesting to hear your view on the number of mechanics - I personally love having as many weird mechanics as possible to keep things fresh, but I totally see your perspective. We’re working on spacing the mechanics out better and letting them breathe more and will consider relying a bit less on the additional win conditions. Maybe we can consider saving them for later levels.
I just pushed a small update which should fix both the one-way portal and the victory animation bugs.
Regarding the victory animation bug: are you sure you encountered it in multiple levels? The bug was caused by a miss-placed tile map layer in the boxes level but aside from a very small offset in the Scorpio level I couldn’t find this error in any other level.
Really cool to see your game on steam btw., I will try it out for sure :D
OK, I think I have finished the entire game... It is no way to pass through portal without ruining the path. Should be Two Way Floor around the plate.


Amazing job on getting so far! I’m really glad to see someone take on the full challenge! :D
The second screenshot shows the intended way of solving level 36 (now 35) but there was a bug which made looping on one-way tiles impossible. I just uploaded a fix, and the level can now be solved. I’m sorry for the oversight and hope to see you continue your quest! :p
Update: after consolidating our level-designer I figured out that the level is beatable after all! You have to use the box as bridge. :D I think I will keep the small change with how the breakable floor works for now since it is probably more intuitive.
Here’s the solution: https://youtu.be/MMusnAIxVhI
Ы)

Lol, good catch! I’m working on a fix now.
This happened after beating the Boxes level, right? Did the victory animation also become broken in any other levels or just this one?
Happened on Beat Boxes level only. I presume it has something to deal with asteroid tiles around.
I had the same bug on Level 21
This was fun. The puzzles generally progressed well, though the portal was first used on level 9 with no instructions, followed by level 10 teaching you about them. Their use was intuitive enough, but with the instructions being on the following level, and all other mechanics being introduced with instructions, this stood out. These should probably be reversed. Levels 11 and 12 are the same level "Eat and Travel". While verifying this I noticed that the level select has the wrong names, with each being one off. Selecting level #1 loads a level with the title for #2, and so on. I've played through #16 "One Way Floor", and may play more later.
I've only taken a quick look at the level creator so far. It looks fairly intuitive, and is a nice touch. From the level editor I was able to exit back to the main screen to play the game, but I did not see an option to go from the main game back to the screen where you can select the level editor.
Thank you some much for the great and detailed feedback!
I can’t believe I didn’t notice the mismatched level names, good catch! I also fixed the duplicate and miss-ordered level now and will post an update this afternoon. :)
To reach the level Editor you must go to the „Custom Level“ screen and can then either edit a pre-exiting level by pressing its „edit“ button or you can create a new one by hitting the „create“ button on the top right. Did the custom level screen not work for you or would you just prefer a button in the main Menu that brings you straight to the Editor without the extra button press?
When you start the game and click Play, I do not see a way to get back to the main menu to select the level editor/custom levels. From the main menu it was fine before, though the new button is a nice shortcut. I just do not know how to get back to that initial menu from the main game, other than refreshing the web page. I had played the existing levels first, and then wanted to go back and check out the level editor.
Just pushed a small update that fixes the two level selection bugs you mentioned and also adds a new Main Menu button that brings you directly to the level editor. I also fixed the level editor close button to always bring you back to the previous screen.
Thanks again for playing!
Definitely well done! I love unsolvable riddles! Keep it up!
Thanks a lot for playing! :)
In the screenshot you need to circle the galaxy tile on the left to win and can’t eat your tail otherwise. Did you get stuck there?
We‘re tried to make a small tutorial for each of the additional win conditions but I can definitely concede that they may not be intuitive enough yet.
I think I want to have all the missing objectives light-up whenever you try to eat your tail while missing something. Do you think that would fix it for you?
So, it was an additional objective? I have tried to take different routes and have longer or shorter snake length in trying to eat the tail, nothing else worked. Thank You!
No problem, and thanks for letting me know! I will try to add an extra indicator to make it more clear