Author: dna

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 – […]


Spell Patterns

I’ve always wanted to build a game that contains a system of magic which is itself a game. A game or a puzzle or an experience beyond Press-Button-To-Zap. I wanted to use a magic system which obeys the natural laws of the game world. In my fantasy, a young magician […]


Sorts of Monsters…

When we first began working on this game I figured that there would be an enormous bestiary of monsters. After all, it’s a Roguelike and one of things I’ve always best liked about those is the variety of beasties. You thoughtfully build the rules of your simple gridded world and […]