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SerpenStellar's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish & Presentation | #107 | 1.696 | 1.696 |
| Scope & Completion | #125 | 1.609 | 1.609 |
| Creativity & Theme Interpretation | #126 | 1.609 | 1.609 |
| Overall | #131 | 1.591 | 1.591 |
| Technical Execution | #136 | 1.522 | 1.522 |
| Gameplay & Core Idea | #141 | 1.522 | 1.522 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members and roles
McKinley64 - Programmer / Game Designer
Plepletier - Artist / Game Designer
Thomaz FM - Music / Sound Designer
How did you interpret the themes?
We decided to make a snake vampire survivors's like game with the following genres:
Roguelite, Bullet Heaven, Snake, City Builder, Cozy Cosmic, Survival, Shootem-Up.
The whole point was to make the Player control an Intergalactic Snake that has to survive a horde of cosmic enemies (aliens, asteroids, black holes) by collecting planets that will strenghten the snake's power. By building up and upgrading the Planets attached to the snake's milky way galaxy (This is where the Upgrade part of Vampire Survivors come from) it will give the snake more powers, defenses and buffs to survive the galactic swarms.
So just to finish on our game's slogan:
"A cosmic 2D Snake-meets-City-Builder bullet heaven where your growing planetary body is your civilization, your weaponry, and your only lifeline against relentless galactic swarms."
What are you entering?
Engine and tools used?
Unity 6 (6000.6.0f1), C#, Aseprite, Bezi and Antigravity (for programming only)
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We used Bezi and want to enter the Bezi Challenge
Synty Challenge
I am not entering this prize track
Which Synty assets did you use?
N/A
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation
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Comments
Cool game, the player character is very weird (in a good way!) and carrying a tower defense chain along your back is a novel idea. I like the audio design of effects going off and starting to stack together as you get more things on your back and zooping around clusters of enemies feels good. When in the gameplay loop, pushing buttons feels good and the camera swooping in to a close up of the tail pieces is a lovely bit of polish.
The biggest thing I think working against this game is its lack of movement restrictions, oddly enough. You’re able to dash very quickly, nullifying pretty much any attack by the enemies, and since you aren’t constrained to stay in one place, you can keep dashing forever in one direction and go further and further into space. It seems like when you do that, any enemies that spawned behind you will just get left behind forever and new ones won’t appear. Some kind of level boundary, or even a point where you wrap around to the other side, would help prevent players from literally getting lost in space.
Nice idea but PLEASE, ADD AN EPILEPSY WARNING LATER..
i've gotten to a point where no more enemies spawn and i believe my pulses where SO BIG that my screren was flashing blue and white
Oh my goodness. Thank you for the feedback, we'll fix it in the next update after the Jam is over
Really cool idea and brilliantly executed!
The sound design really sells it — every hit landing right on the attack timing felt great, and I got what to do within seconds. Loved snaking around collecting planets!