Snake:Overloaded released!


Snake:Overloaded has been finally released, but it still has quite a way to go. The current features include fully customisable controls, freeplay and campaign modes, as well as highscores for freeplay. Only 3 levels have been made so far for campaign, but I hope to released around 4-6 each week, so keep an eye out for updates to the files :) (actually, 4 levels have been included, but the 4th is level 9 so it is impossible to play, unless you modify the source code or the data files. hint: look in userdata.json).


Multiplayer is the biggest feature which I still have to do, but I hope to have finished it by December. Please be clear: by "multiplayer", I mean multiple people playing together on separate machines (probably only on the same local area network), not people playing on one machine at the same time. The multiplayer will be server based (at least initially - I might move to having it built into the client code, so that no extra files are needed), and I will release a devlog with all the details of how I have made it at the same time as I release the executable and source code for the server.


If anyone has an suggestions, requests etc, please feel free to comment on the game, and I will get back to you as soon as possible to see what I can do.


A few techy bits:

I have designed the campaign level system to be as customisable as possible, meaning I can create maps which change in reaction to certain events, or at specified times. I hope to expand this system to add even more variety to levels, in order to keep them as engaging as possible.

Please feel free to look through the source code, change or even improve bits, I'm always open to suggestions and I'd like to know what bits you like about the game, and what areas you'd like to be improved. I only ask that you do not publish projects similar to mine containing large chunks of my code (small snippets are fine, that's a great way to learn, and if the project is significantly different to snake, that's also fine).

The multiplayer server system will most likely have all the game logic handled server-side, meaning if WAN servers end up being possible, it should not be easy or even possible to do basic cheats such as packet replaying, and modifying the source code should not give any advantages. The details on this will also be in the multiplayer devlog when it is released. The single player game modes do not require any network connection, so this game can be played offline (currently, that is the only option :) )

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