An action-roguelite prototype where movement is the attack.
Stray Snake is a compact, Binding-of-Isaac–style top-down roguelite built around a single escalating mechanic:
you play a lone serpent whose body grows segment by segment, and each new segment mutates your entire combat style.
This repository contains the first playable vertical slice: a short dungeon run, a controllable serpent with evolving traits, two enemy archetypes, and a room-to-room combat loop.
- The player character is a multi-segment snake.
- Each new segment grants a unique trait (e.g., fire trail, poison drag, contact aura).
- Segments follow the head using queued positions or follower interpolation.
- Movement doubles as your primary attack: enemies are damaged by the body’s trail, collision properties, or elemental signatures.
- One floor made of several rooms connected linearly or by doors.
- Combat rooms lock in until cleared.
- Clear rewards: one new segment pickup per room.
- Chaser: closes distance and deals contact damage.
- Shooter: attempts to maintain space and fires at intervals.
- Room compositions scale difficulty slightly as the run progresses.
- No traditional weapon.
- Attacks emerge entirely from movement, segment traits, and the player’s ability to weave through crowds.
- High-mobility, high-risk gameplay loop.
/assets → sprites, shaders, SFX (if included) /src → scripts, objects, gameplay logic /docs → design notes and concept references /build → exported prototypes README.md LICENSE
yaml Copy code
(Directory names may differ per engine.)
- Move: WASD or arrow keys
- Aim/Face Direction: Mouse (engine-dependent)
- Dash (optional): Shift or Space
- Interact / Confirm: E or Left Click
- Fire Trail: leaves burning patches on the ground.
- Poison Drag: enemies crossing the trail take DoT.
- Spike Aura: radial contact damage from the segment’s center.
Traits are modular and defined as simple components for fast iteration.
Open the .yyp project file in GameMaker Studio 2.
Run via the built-in runner.
Open the project in Godot 4.x.
Run using the default scene.
- Basic movement & collision
- Segment growth and trait system
- Small dungeon with fixed rooms
- Two enemy types
- Win/lose end screens
- Procedural dungeon layout
- Additional segment traits
- Boss encounter
- Meta-progression hooks
- Shader-based neon serpent rendering
MIT License (or specify your preferred license).
Design & Programming:
Special thanks to early testers, supporters, and collaborators.
This project is in active development and intended as a fast prototype for presenting mechanics, gameplay feel, and creative direction. Code and systems are structured for rapid iteration rather than long-term architectural stability.