Post Jam Update
snak » Devlog
Thank you to each and every one that played snak during (and after!) Godot Wild Jam #79! Reading all your comments has been quite amazing so far!
This release contains some additions that I wasn't able to finish before the jam deadline. It also addresses some minor bugs I (of course) introduced right before said deadline.
I also made a little trailer:
Changelog




Added
- New Upgrade: Sharp Teeth: Bite off segments while holding Right Mouse Button (there's also button for mobile devices) (fig 1).
- New Upgrade: X-ray Vision: Let's you see into your segments to find out what food you've eaten (fig 2).
- Nak now changes the player's color when he pukes on them (fig 3).
- Eating now displays what and how much you've eaten (fig 4).
- Impact sound when going to the surface.
- New short intro.
- Fat finger mode: Display a magnifying glass when the finger gets close to the player (enabled automatically on mobile devices).
- The game now warns if the user:// filesystem is non-persistent. This is the case in Firefox for example, since it has third-party cookies disabled by default (which is usually a good thing, but in this case it prevents the game from being able to save).
- Fog sound.
- Nugu sounds.
Changed
- Nugu Eggs now sell for 50 instead of 25
- When moving outside of the playable area, the player now simply wraps around.
- Made it easier to discover the secret of the altars in Nugu villages.
- Increased gravity on the surface.
Fixed
- The music in the hot layer now loops.
- The camera in the ending scene now correctly moves up. On some systems the camera didn't move at all.
- Improved some timings in the ending scene.
- Links in credits are now clickable
Performance
- Visiting a layer for the first time no longer stutters the game.
- Replaced GPUParticles with CPUParticles. This increases stability and performance (especially on mobile devices).
- Decreased segment circle precision. Godot seems to default to 64, which is wayyy too much for my target screen resolution. There should be no visual difference.
- Changed digestion animation to require less processing power.
- Reduced particles if eating a lot at the same time.
Comments
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amazing game, gj! The update was really awesome, thanks for adding new stuff and fixing bugs. how do you save progress so smoothly? is that browser localStorage + Godot resources?
Hey!
Sorry for taking so long to answer. Thanks for the feedback :)
For the game state I'm basically using a big Dictionary that stores every info the game needs to have (e.g. "how many segments does the player have", "what upgrades have they unlocked", "what entry in the bestiary have they read", etc.).
I wrote an Autload script that that allows me to easily modify that state (Storage.set_int(name, value) / Storage.get_int(name, default_value)). In the set_* functions I then trigger a save via a Godot Timer that simply writes this state as JSON after 3 seconds to a file (if a Timer is already running I skip this). When the game is first loaded, this file is loaded into the state.
Then, to react to changes in the state I have a signal in the Autoload that notifies anyone interested if a key has changed (changed(key: String)).
Things like foods, food effects, shop upgrades and bestiary entries are managed using plain-old Godot resources. I quite liked this plugin to keep an overview while editing them.
Here's the source code for my Storage class if you want to take a look at it (note: the code is pretty ugly at places and could definetely use a refactor; there's also some last-minute hacks in there):
https://gist.github.com/Joex3/8864c5752645918452a93cfd4678e19f
thanks!