Great idea and presentation, and some clever gameplay systems so far, but the roguelite ‘start from scratch if you mess up too many times’ aspect isn’t a good fit for games where you can easily die for what feel like unfair reasons. For example in the clockwise control scheme, two taps in quick succession will sometimes rotate your snake twice but other times only once. That difference can end a mission in about a tenth of a second. —————— I suggest queuing at least one additional input in the clockwise scheme. It might also allow for more precise control if the screen could be held to prepare an action that’s only executed once you lift your finger (a hold could perhaps be overridden and cancelled by a tap on the opposite side). Even then, though, a game mode with a less punishing progression system would be well worth considering for this particular game imho. —————— P.S. Deaths on the initial tutorial mission would probably be better to reset your unit count (reset the game basically). Most players either won’t realise it’s hurting them or will do it manually anyway.
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