Snappy is about life and perserverance
When I started developing Spnappy (code name: bola) I had pastels colors and attractive visuals. The main purpose was that most casual players will not find it too sharp or intimidating. This idea I like and in the short experiences I had this keeps people enjoying the visuals while lures them into a challenging gameplay that slowly ramps up until challenges gets clear and sometimes hard even to me.
With this second alpha I finally opted out for a name I like: "Snappy" this is because I believe that a snappy control system is not the only way to enjoy a game. I believe that making the controls too easy allows the player also to loose focus on the game. And having a more realistic control schema where you must keep attention at all time is also enjoyable.
Levels has grown to up to 20 for alpha2. But I like them short and with small challenges. This does not limit me to create bigger levels, but also, in my experience, long levels of this game can be very hard and burn out motivation of the player very quick.
List of improvements:
- 20 levels.
- Better visuals with new materials and shaders with visible mechanical parts (tbd for some).
- Player spawn point.
- New moving obstacles.
- Quicker respawn.
Get I quit
I quit
You know you don't have the patience.
Status | Prototype |
Author | edupo |
Genre | Platformer |
Tags | calm, control, mezmerizing, skill |
Languages | English |
More posts
- Windows builds now availableMay 25, 2020
- Alpha4 is out!May 24, 2020
- Main menu and the path to enlightenmentMay 23, 2020
- Beta contentsMay 16, 2020
- First prototypeMay 15, 2020
- To the beta and beyond!May 09, 2020
- Alpha 0.3, a new challengeMay 02, 2020
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