[go: up one dir, main page]

What is this game?

In "Viper Survivors" the simplicity of arcade classic Snake is paired with the bullet hell frenzy of Vampire Survivors, resulting a neon-lit bullet-filled battlefield that has nostalgic '80s NES era vibes, but is rich with features you’d expect in survivor-like.

You are a relentless venomous Viper, hungry for power and sustenance. As you slither through the dangerous dungeon, feast on food and experience orbs that not only elongate your tail but arm it with lethal turrets. With every bite you also ascend in might, unlocking a myriad of abilities that morph your Viper into a formidable foe against a ceaseless swarm of glowing faceless fiends. Yet, with each passing minute, the arena grows perilous, demanding your ability to adapt and evolve. Your survival hinges on consuming more, becoming more powerful in a realm where being powerful is not a choice, but a necessity to survive the bullet hell chaos.

Whether you're a die-hard fan of old-school arcades or a modern-day bullet hell survivor-like, there's a slice of both worlds waiting for you in "Viper Survivors." So grab your keyboard and embark on an epic adventure with this venomous Viper, veer through a vortex of vicious velocities, and vanquish voracious villains amidst the neon chaos. A saga of bullets, power, and valor awaits; dare to answer the call?


Game Features:

  • Arcade Meets Bullet Hell: A thrilling crossover between classic arcade Snake gameplay and the modern bullet hell chaos of Vampire Survivors.
  • Tail-Turrets: Grow your venomous tail with every bite and arm it with lethal turrets to decimate the ceaseless swarm of foes.
  • Viper Abilities: Hungry for power, feed your Viper EXP orbs and grow exponentially in power as you add and upgrade abilities at each level.
  • Neon-Lit Battlefield: Immerse yourself in a neon-lit, bullet-filled battlefield rich with '80s NES era vibes yet teeming with modern game features.
  • Time-Ticking Peril: Adapt and evolve as the arena grows perilous with every passing minute, testing the limits of your survival skills in the bullet hell chaos.


We Value Your Feedback!

We're looking to improve "Viper Survivors" and your feedback is crucial. We'd appreciate your thoughts on:

  1. What parts of the game did you enjoy the most?
  2. Were there gameplay elements that hindered your experience?
  3. Any suggestions for new features or abilities?

Thank you for helping us make "Viper Survivors" a better game!

StatusIn development
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorQuoclon
GenreAction
Made withUnity, Bfxr, GIMP
Tags2D, 8-Bit, Arcade, Bullet Hell, Pixel Art, Retro, Roguelike, Shoot 'Em Up, Short, Singleplayer

Comments

Log in with itch.io to leave a comment.

Cool idea! Just 1 implementation nit: Changing direction on keypress instead of on update means that you can mash 2 direction keys to travel diagonally very fast.

(+1)

amazing concept, I think it could use some more interesting upgrades, like maybe special segments, but the idea is great!

(+2)

Very fun game!

I think the game would benefit from adding a button that, if held down, speeds up the game to 2x, as sometimes, especially at start, the game feels a bit slow, and sometimes you are just waiting for your snake  to keep moving forward and finally reach a certain circle or square on screen.

Also, I think changing the game's step-based movement to a more "continuous" movement, meaning you see the snake slowly moving from a tile to another instead of seeing it snapping onto it, would make the controls feel more responsive (sometimes I find it difficult to turn exactly where I want to).

Other than those minor fixes, the game is already pretty fun to play, adding some more powerup types and variety would make it even better :D

(+1)

Hi Vladis, I appreciate you taking the time to provide thoughtful feedback. Here are some thoughts, based on what you've provided:

- Slow Starting Movement: I think the key point here is that movement in the beginning is slow. 2x could be a solution, but I'd love to keep the movement scheme simple (i.e. just WASD). Though perhaps pushing "forward" would provide some sort of temp boost in the forward direction, and maybe a cooldown. I'll explore that option!

- Continuous Movement: I feel like this would change the vibe of the game a bit, but I'm curious how it would feel so I'll give it a go behind the scenes and test it out. I would also need to adjust where 'spawns' / 'drops go (right now they're on the grid). The grid based, time based movement comes with it's own challenges too, including weird timings sometimes when turning/moving.

- Adding Powerups: I think this is the next big push. Trying to figure out what powers would feel best, and would add variety / trade-offs. I'm open to ideas too!

(+1)

Like the game and the gameplay. I think the controls are not precise enough, because of a delay (sluggish response) it's quite hard to time your turn precisely. This makes it less fun to play.

(+1)

Most comments on Itch and Reddit were about movement. I've updated the Movement as of today [2023-11-19] to 'turn' the snake immediately. It definitely feels snappier, and creates a bug feature of being able to turn repeatedly to move quickly, since it resets the movement timer.

I'm curious what everyone thinks! There's probably some small tweaks that could make it even better!

(+1)

Waaaay better this way! Nice! And indeed, I made good use of the quick diagonal movement ;)

(+1)

Love it. Thanks for the followup feedback!

(+1)

Viper Survivors Gameplay

Using itch.io app to download and install I encounter this error on launch:

"Unable to parse Build/WebGL_V26.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: gzip" present. Check browser Console and Devtools Network tab to debug."

I used my browser to play instead, not sure if the game is intended to be downloadable in this way.

(+2)

As far as feedback, I liked the game, I wish there were more powerups and more kinds of enemies. Turning felt a little sluggish for Snake, I would struggle to make a tight turn as if there is an input delay preventing me. I really liked the visual style, I think it benefits from a simple but colorful aesthetic. With a larger play area this could also be tons of fun with 2 players!

Great feedback, solid ideas. I might play around with a bigger battlefield, or perhaps one that expands as the game goes on and the snake grows. 2 players would be super interesting as well! I've been improving the turning since it's first iteration, but I have a couple ideas of how to improve it even more. Thanks for taking the time to respond 😊

Hi, it's currently only supposed to be playable on webgl. I could make a windows build easy enough. I'm suprised that it even gave the option to download!

(1 edit) (+1)
  1. tail pew pew

    1. two homing missiles targets same enemy
    2. tutorial on restart

    1. add pause
    2. target diff. enemies or ripple-fire-mode for missiles. 
    3. more localized enemy spawn sources
    4. speed boost ability/food-bonus?

A long time ago I make game like this but with more food variations. It's better exp. if any new objects (especially enemies or hurting) spawns at some dist. from head account move direction.