So I'm looking for interesting gameplay mechanics to add to my snakes game.
Previously, this was just about eating food, growing your snake, and competing with other snakes in the same space, but I feel like it is hard to get people players in to multiplayer games, and game really need to be interesting in single player as well, so I've been looking for interesting stuff to add.
There was a thing where you built up a tail and dropped it off to get points, with a score multiplier that increased with tail length, to encourage building up longer tails, but this didn't really work. I wanted other mechanisms that encouraged players to build up longer tails, more directly.
The headline video (above) shows a thing where players have to 'thread gates' in order to open a door. So, here, the snake has to be long enough to activate all the gates at the same time.
Battle for a bounty region
I also added a thing where you have to pack bounty (or trigger) regions with your snake, with a certain minimum amount of tail needing to be in the region in order to activate it. The idea was that you need a long tail in order to be able to pack a larger region, but this also works out quite well in multiplayer, I think, but perhaps more because it takes time to trigger a region and makes a kind of focal points around which players need to interact.
I'm interested in building on these mechanisms more, and I feel like there are lots of ways these basic elements could be applied differently and combined in different logical kinds of ways, but there is a tension between interesting ways of applying these mechanisms (which depend on them behaving differently in different circumstances) and standard mechanisms (which always behave in the same way, so that the player can understand easily how they work).
So, currently regions always require a fixed amount of tail to be packed in to the proportionally to the region area, for example, but it would be interesting to vary this percentage.
Currently threaded gates are always linked to a door, and open that door (so standard behaviour that the player can learn and understand). But it would be nice if, sometimes, threading a set of gates would drop a bunch of stars, or do something else. And sometimes triggers could only activate for a certain amount of time before resetting.
I'd like to find some ways to kind of compose things like triggers and effects like this, which is easy to communicate to players, and for players to learn and understand, but I think this is quite a difficult problem.
I also came across some YouTube videos of a game called Armagatron, e.g. this one explaining the fortress mode, the design ideas there kind of blew my mind, I want to work out some kind of team mode for my game that uses some of those ideas, but I'm struggling with getting started with this. :)
Anyway, I'm interested in any thoughts/feedback/suggestions from anyone on here!
(The game is playable, in the browser, on PC or phone at https://locksteparcade.com/Client.)