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Video Audio icon An illustration of an audio speaker. The game came about when developer Seb Liese was attempting to learn to program for the Unreal Engine. He initially created a rope but forgot to attach it to anything, and the way it fell made him think of a snake.
With the encouragement of his colleagues, he fleshed out the idea and presented it in a game jam. Initially the graphics used a more realistic style, but this, according to Liese, "genuinely creeped out" people; as such, it was changed to a more cartoony design. It was also planned that the snake would grow as he ate, but this was discarded because it created significant gameplay problems, one of which was that the game would have had to be virtually redesigned for a short snake.
Snake Pass supports platform-specific enhancements. The original score was composed by David Wise. Reception Snake Pass received generally mixed reviews according to review aggregator Metacritic.
Many reviewers praised the uniqueness of the movement, but cited a steep learning curve and gameplay or technical frustrations that brought the game's quality down. IGN's Jose Otero praised the movement and overall gameplay of the game, but criticized the camera and checkpoint system.
Both Nintendo World Report's Casey Gibson and Nintendo Life's Mitch Vogel praised the game's unique gameplay, but stated it had a steep learning curve in order to learn the unconventional controls. Gamespot's Oscar Dayus enjoyed the movement and visual design of the game, but criticized difficulty spikes in the middle of the game, as well as technical complaints.
Destructoid's Brett Makedonski enjoyed the novelty and innovation of the game, but cited the camera as the game's greatest weakness. The platforming without jumping in Snake Pass inspired the theme of Game Maker's Toolkit Game Jam , which was "genre without mechanic". Comments 0.
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