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TOO MANY SNAKES

DESCRIPTION

DESCRIPTION

DESCRIPTION

TOO MANY SNAKES 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.

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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.

GENRE

Survival, 1st Person,

Monster Rush

PLATFORM

PC

Status

Complete

Combat & UI

As mentioned there is a variety of weapons that were added, that being: The hammer, The sword, The gauntlets & The bow.

I mainly focused on how they felt in game, making sure they had the UI and animations they needed to feel like they had weight and felt correct when the player got the hit, while keeping information clear. UI wise, this was done with health bars, showing the player and shield health when applicable. The shield has a minimum health that it has to have to be deployed (shown as the red surrounding).

To help balance these weapons, they each had an attack time and a recharge time, which was indicated with a bar in the centre, shown to recharge after each time the player attacked (locking them out of spamming the attack). This was also taken a step further with a charge bar for the bow since we couldn't link the animation in time.

Scrapped Features

The game was also going to include weapon upgrades that had a random chance to drop from the snakes upon death, the UI for this was implemented into the game but the item dropping was able to be added in the end

When picking up new gear, the stat change would be shown on the UI along with the actual numbers to the side of it, showing what the player had equiped at that time and how it affects their stats.

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