Author: dna

Development, Progress

Belated Early Access

It’s time for some belated Early Access. Hooray! On January 11 we will be releasing the Early Access version of Snakelike on Steam for all the world to slither! We’ve arrived at the point where the game is completely playable, sufficiently bug free (we think!) to be palatable, and we’re […]

Changes, Development

Digestion & Rollover Damage

In the immortal words of Taylor Swift, “Once upon a time, a few missed snakes ago… ” Sure, we didn’t get everything right the first time – but that doesn’t mean that we give up! And we have now made some major updates to two fundamental game mechanics – Digestion […]

Development, Progress

Big Bobbular Update

Greetings my serpentine fellows – greetings from the dark abyss of the Cave (aka the Development Process). We emerge bleary-eyed and bereft of the better part of our wits to bring you a smallish onslaught of updates. Have you ever seen an Apple and you’re like, dude, I’m long enough […]

Development, Progress

Cavernous Content

This version of Snakelike, unlike its predecessor, features changes as splendiferous as they are tangible. You can find the version notes at the bottom if you’re curious. But here are a few of them: As prophesied there are some new inhabitants – flashes of Zippalopes whizzing by, Floomphs and Geebles […]

Planned Monsters


So, as always, the acid test for a new monster is whether or not it interfaces with this game’s unique systems. I wanted a spider enemy. I’ve been playing a lot of Spelunky (classic) and those abominable spiders who drop horrifically from the ceiling… they’re just repulsive in a wonderful […]

Planned Monsters


Allow me to introduce you to my dear friend, the GeebleFloomph. Well, alright technically these are two friends – the Geeble and the Floomph. But they come as a set. Okay, so the Geeble is quick and lithe. Much faster than you. The Floomph is a slow and steady sort. […]

Planned Features

Peaceful Areas (Towns Shops & Farms)

What is an adventure without the respite provided by peaceful areas, little intermissions from the epic of your quest? Stressful! They allow you to catch your breath, mourn your tragic mistakes, rejoice in your meager victories, nurse wounds and plan your next steps. What’s more, they have intrigues all their […]

Planned Features

Demi Bosses

Let us talk briefly of Demi-Bosses. I’m not speaking of the Big Bad Boss who ends the game, but rather, those formidible adversaries that speckle your heroic serpentine quest. I would say a Demi-Boss fits these 3 criteria: Tough – Significantly Stronger Than Average Baddy Unique – Appears Only Once, […]

Planned Features


Roguelikes have a history of integrating puzzle-gaming mechanics and I don’t see why Snakelikes should be any different. The most obvious example of straight up puzzle integration is the Sokoban rooms from Nethack. I love the madness of being confronted with a puzzle right in the middle of an adventure […]

Planned Features


I just finished Derek Yu’s book on his creation of the game Spelunky (aptly entitled Spelunky). I was interested in the general process of the game’s creation but I was also keeping my eye out for something more specific. We want this game to have algorithmically generated level design – […]