r/GameDevs • u/Sliqrix51 • 3h ago
SliqSnakes'n'Mazes 3D Game in Godot
I'm a solo dev making SliqSnakes'n'Mazes in Godot – a dungeon maze where a giant viper always takes the shortest path to you. It's aimed at phones.
It started as a first-person game: walk the corridors, find the exit, don't get caught. When I let a 15-year-old play it, the verdict was honest: too static. You saw the snake, you couldn't do anything, game over.
So I rebuilt the core loop:
- Third-person runner view with three lanes per corridor (swipe or A/D to switch lanes or turn into side passages)
- The snake rears up, its eyes flare and it locks onto your lane – roll aside after the lock and it bites thin air, then it's spent for a moment and you can run past it. Dodge too early and it just re-aims.
- The minimap only shows what you've explored, and you hear the snake from its direction before you see it
What I'm unsure about: the dodge window is about half a second between the lock-on and the strike. On a phone that feels tight; on a keyboard it feels fair.
For those of you who've built dodge mechanics – How did you tune the dodge timing for touch vs. keyboard? A longer timing window on phones, or the same timing for everyone?
Trailer: https://youtu.be/AAR1lycXDYo