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Too Many Snakes.jpg

TOO MANY SNAKES

This was a Game Jam project with some of my old work colleagues with the theme of "TOO MANY SNAKES". We took this very literally and ran with a dungeon crawler idea involving snake enemies with plans of overrunning the player with many different types of snake AI. This was due to what our team wanted to work on, having a AI programmer and a programmer that wanted to make a procedurally generated Mystery Dungeon for the game. This left me with the Gameplay, systems and the Combat to design and program.

I went for many different types of weapons, from fists to a bow attack. I wanted to give a variety of weapons that would work depending on the player's style and how they decide they want to deal with the horde of snakes. This also meant that information was important in showing how these weapons worked and what their ranges were, leading to a focus on UI and animations.

Github

C#

Unity

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Project Overview

Features

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Project Details

Weapons

Sword

The sword is a close range AoE (area of effect) swing.

Its strengths lie in dealing with many close range enemies at once.

To make this viable, it also has access to the shield.

To show this, the shield UI is available along with an attack cooldown UI. 

Sword.PNG
Recharge.PNG

bow

The bow is the long range, single target option.

This fires 1 projectile at the player crosshair, subject to gravity.

Due to its range it does not have access to the shield.

Bow.PNG
Bow Charge.PNG

hammer

The Hammer is a high damage, multi target weapon with a long windup and short range.

This trades DPS for a large burst damage on the enemies in front of the player.

This also has access to the shield to give some defense during the long cooldown.

Hammer.PNG

MELEE

The melee is then the fast, single target swing that the player has access to.

With low damage but a fast cooldown, it is a fast swing that can be used to more easily hit enemies and finish them off.

It does not have access to the shield though.

Melee.PNG

sHIELD

The shield is available to the Sword and the Hammer.

This slows the player down but allows the player to block incoming damage (up to 250 damage).

The shield regenerates while not active blocking, creating opportunities to run or reposition. 

Health Info#.PNG
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