SNKRX
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5.00
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SNKRX is an arcade shooter roguelite where you control a snake made of multiple heroes, with each one having their own attacks, passives and classes. Inspired by the auto-battler genre, each hero in the snake has a set of classes, and combining enough heroes of the same class together grants additional class bonuses. Heroes can also be upgraded to be more powerful when copies are bought from the shop.Gameplay
- Your snake can’t stop moving, turn it left or right to steer
- Your heroes attack automatically when close to enemies
- Combine heroes of the same classes together to unlock unique class bonuses
- Clearing arenas grants gold, which can be used to hire heroes at the shop
- Buying enough copies of the same heroes levels them up, making them more powerful
Features
- 40+ heroes, each with unique attacks and passives
- 12+ classes, each giving stat boosts and modifiers to your snake
- 40+ passive items, each giving strong global effects to your snake
- 25+ levels of increasing difficulty as the run progresses
- 15+ Steam achievements
- Soundtrack by Kubbi
Steam User 29
its actually spelled "snakes"
Steam User 13
Fun game but development is over for it so it is in its final state. For the price it is worth playing for sure!
Steam User 10
Decent little rouge-like, but it's actually single-player autochess in disguise.
Not much build variety. Instead, this game is about managing resources and timing the switch between early game and late game. (just like autochess)
Hint: If you're about to lose a fight because half your snake just got one-shot by orange dude, quit to menu to restart the fight
Steam User 6
Played this game for one run, beat it and not sure if I'll return to it.
TL;DR
TL;DR: SNKRX has engaging core mechanics and build possibilities, but suffers from lack of enemy and environment variety, a bland "arena", and UI/visual clarity issues. The art and music are decent, but could be improved. The game has potential but needs further development to keep players coming back. It's not bad for its price and definitely worth trying.
Review
The game central mechanics are great. I see it knicking some ideas off of other roguelites, so I can see some of the inspiration (that's not a bad thing)! You play a snake that moves around with take controls, each segment of your body your buy in the shop and has its own ability. Each segment has a class, get a combination of the same classes to get buffs. Every X amount of levels you get a general passive. Each segment has a tier, buying multiple of the same segment levels it up, giving it more upgrades. There's some movement complexity in that bumping into a wall ricochets you off it, which can lead to some mastering of the movement system.
There's a lot of stuff going on here and the game doesn't tell you any of this stuff off the bat, you need to figure it out by hovering your mouse over all the icons. The game would certainly benefit from a dedicated tutorial when the game first boots. There's a "?" icon you can click to get some general information, but this isn't very sufficient. In a way, I like how the game does this, having the player figure out how your game works is something I like to see in games, but this probably isn't for everyone.
Limited Enemy and Level Design Hinders Replayability
The biggest thing that draws me away from replaying this game is lack of interesting enemy and environment variety. There's little red, blue, green and yellow worm (plus a few more I think) dudes. One just moves towards you, one fires a blue projectile, the yellow ones are just.. bulky? Green speeds up the reds when it dies. And there's one that summons evil baby worms when you kill it. There is also bosses (a few different end bosses to, from what I gather), but I couldn't tell what some of them did, the game doesn't always communicate what's going on very well. There was a random massive yellow/white AOE on one, which I think pushed enemies back? I'm not sure. This is a decent amount of variety, but none are very interesting, or rather, they aren't used in an interest way. This is held back by the very very very bland area you're put in. It's just a rectangle that fills probably 70% of the screen. It is impossible to make these enemies shine when there's no obstacles, shape to the area, or anything to interact with. Each wave is just "big red X here, spawn enemies" and 90% of the time, it's a group of reds, with a green or a few blues. And it is like that for about every single wave.
I found myself wanting to replay and experiment with builds, but lacking the motivation due to this lack of any real creative environment or "level" to experiment in. What's the point of making an optimum and fun build if I'm just killing the same ineffective wave of enemies that die over the course of 7-8 seconds? It's a shame.
UI
The UI could do with some work. Colour contrast especially. The "X" button is rather hard to see for instance on one of the screens. The options screens I clicked on "quit", since that was the only button I could see to get me out, but it literally closed the game. I'm not sure why that's even there. There may have been an "x" button hiding somewhere, but I didn't see it. Pressing "Esc" thankfully works however.
Visual Clarity
Working with minimal art, this game feels very satisfying and look pretty alright to good. It could certainly look better and communicate things better through its artstyle. For example, some enemies fire projectiles and it is impossible to tell these apart from your own. The enemies and their own "bad stuff" that can hit you, is very much the same colour as you. Which can lead to many instances of not knowing what hit you or what's going on. This isn't a massive problem however. It's no League of Legends team fight with everyone having their multi-coloured food fight, but it is something I encountered quite a few times during my run. The game is in very much need of a distinct colour pallet of enemies stuff vs your stuff, or some very clear visual distinction. For example, maybe their projectiles can be spikey, instead of just regular pill shaped.
Music
The music is pretty nice. Think it'd drive me batty after a while personally. But it is energetic and fits the theme of the game and its style.
Conclusion
Overall, SNKRX offers engaging core mechanics and interesting build possibilities, drawing inspiration from other roguelites. However, the game suffers from a lack of enemy and environmental variety, bland level design, and certain UI and visual clarity issues. While the art and music are generally enjoyable, they could be improved for a engaging experience. SNKRX has potential, but it needs further development to truly shine and keep me coming back for more. It is far from bad, but given its price point, I'd certainly couldn't not recommend this for someone to try.
Steam User 7
The game is a good time waster with a moderate amount of replayability. It can be grueling at later difficulties however. $3 is more than fair for the time spent.
Steam User 4
Neat little game. The first few initial difficulties are a bit dull, the game gets much better. Totally worth the price!
Steam User 10
so within 4 hours of playing i built critters so well that the game crashed everytime i played a stage, so it could use a tad more optimisation. Otherwise hella fun game