It's not the most original idea ever but this is my first playdate game, so bear with me.
I thought it'd be fun to not lock the snake into the usual cardinal 4 directions but have it go all over the place with the crank (and all noodley). I was actually kinda surprised this wasn't a thing yet for the PD.
There's also a speed-adaptive background beat to get some extra "AHHHHH" into your gameplay.
I also got a bunch of ideas for features and improvements. If you can think of anything else, please let me know. I'm also happy to DM anyone a free copy or the code.
Ha that's crazy, I'm also making this game I'm learning to code for the playdate and had the same thought process as you probably, I guess it's an example of simultaneous invention!
Also that's pretty dope!
Are you also learning the SDK? Do you wanna compare code?
If you want, we could join forces. I'm an absolute shit artist but I really enjoy coding these.
Yep I'm also learning the SDK, I've never done game dev before but I really liked how accessible it is with the SDK so I thought to give it a shot while waiting for my playdate to arrive
Comparing code / joining forces sounds great!! I'll send you a pm
Just wanted to let y'all know that I've added a bunch of polish to the game and just pushed the official launch version of the game: Go Noodle by SloFlo
If you've downloaded it before, please give it another go (...noodle, haha) and let me know how you like it.
Also if you got a score > 1000, pls post a screenshot.
I've checked it out. It feels like a good strong start! I liked snappy sfx and adaptive soundtrack (-:
Do you have a physical Playdate to try it on? I personally find some icons and 1 px-stroke fonts to be too small for the small crisp Playdate display. Its pixels are certainly much smaller than those of many computer screens.
And thanks for the feedback! Do you mean the fonts in the score area on the left? I do have a physical console but I thought it was fine but now that you mentioned it, it is a bit hard to read sometimes. I'll try blow them up a bit. Maybe just rendering them twice, offset by 1px could help. Otherwise, I'll edit the font.
As for how to develop it further...
I've been thinking about it. The 3 things that come to mind in increasing order of effort are
difficulty settings
more items
levels
The first two I can kinda see make sense, especially difficulty settings. But I'm basically wondering how I should spend my time - like do you think spending a few more hours on this project and implementing these would be better than working on my next playdate project? And at what point does it become feature creep?
I saw a video the other day about how to fail at making an arcade game and the guy said the only real way to fail is by adding a bunch of unnecessary bloat. So I'm worried adding more stuff would make this needlessly complicated. But IDK.
The other issue that I'm having right now is how to give the game a bit more visibility and if I add a bunch of major features, if anybody will notice. I feel like 95% of all clicks are coming from the https://itch.io/games/newest/tag-playdate page and since my game isn't new anymore, I won't get found by anybody.