
A snaky tile-based puzzle dungeon adventure. Defend the temple, monch the infidels, and grow and grow ...and grow?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Traditional Chinese, French, Spanish - Latin America
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Difficulty : 3.5/5 (Hard) Global : 2.5/5 (Good) Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] Temple of Snek is Snake with exploration. The game is rythm-based, Snek moves automatically and you just have to make him turn at the right moment like the classic game. You start as a baby Snek, awoken for his slumber to protect the temple from the greedy intruders. Your goal is to find and eat them; each time you eat someone, your length increases by 1. Temple of Snek is not an open world though, it's divided into several chapters that each make you go through an area. Those areas can be quite open but the game is always linear, so you have to figure out the correct places where you have to go and what to do. You have a map to help you, with markers on it that tell you if you have the correct length to reach a place. If you don't, the markers also indicate the length needed. The rooms are all puzzles with buttons and traps, you have to navigate through them without bonking against a wall or yourself (it kills you). On paper, Temple of Snek has an extremely good concept and I was looking forward to play it. My final feelings are a bit mixed though, I'll explain. I think the game is flawed and will discourage a lot of people; taking the full Snake gameplay wasn't the best. Though I completely understand the idea, it actually results in a slow and frustrating gameplay. The base speed of Snek is low, and you'll probably immediately put it to the max in the options. The problem is that you won't have a lot of time to think, and the puzzles in this game often require long nearly-perfect setups. Fortunately, there are checkpoints very regularly so dying is never too punishing, just annoying. There's a step-by-step mode, but it doesn't feel good because the game was not meant for it. However, this mode can be fixed with 3 changes that could greatly improve the experience : remove bonking, add an undo button and further increase Snek speed. I really think the game is too frustrating for the average player, these changes would remove all the non-puzzle difficulty and could actually incite more people to persevere. The checkpoint system also means that you can softlock. You go where you want and you can cancel up to 7 checkpoints, so if you make a fatal wrong move and realize it's too late to rewind... well it never happened to me but I guess it could be bad. What happened to me though is that I softlocked in a deathloop. The dev thought about that fortunately and implemented a system that detects deathloops and edits your save to bring you back right before. Not much could've been done about it though, that's the drawback of the freedom you're given. Just know that you have to be careful with what you do; if something seems wrong, cancel it. And yet, despite everything I've said, the game is still good. Progressing through the temple is very enjoyable and is even quite addictive. The first half of the game is normal, but you'll regularly be lost in the second half though. The puzzles are harder and you have to figure out how to use unknown mechanisms in the most clever ways to progress. They are very interesting and solving them is incredibly gratifying. That's why you don't want to be bothered by ridiculous deaths by bonking or deaths because you didn't react fast enough... some of the puzzles are already very hard to understand and need a lot of tries and patience, so those frustrating features just make people quit. And that's a shame because lots of efforts and polish went into the puzzles, and the progression through the temple is very well thought out. So yeah, Temple of Snek is a very good game but the experience is a bit tarnished by the artificial difficulty. Offering a smoother and easier gameplay alternative is, in my opinion, the best way to improve the game. Recommended for patient and persistent people.
The ancient beast awakens
Like classic Snake, but with more brain-melting puzzles!
I can't stand that it's rhythm based. You can only move in the rhythm and the beat is very slow. I hate to wait for the game to let me play. There is a fast forward option but that is weirdly delayed and lets you only move forward and not sideways, so that doesn't help with waiting. It's a tile-based puzzle game and has some mechanic similarities with Snakebird like holding onto a ledge as long as there is one part of the tail remaining on it. I loved Snakebird and would've liked Temple of Snek if it was without that movement restriction. If there is one thing I don't like then it's waiting and this game lets me wait during every step. Wait is there an option to increase the tempo? ... I just checked, yep there is, and a step-by-step option but both options still let me wait during every step. I want instant movement not this delayed stuff.
neat concept for a puzzle game, but gameplay is too slow
snek
I love the premise Temple of Snek has: a puzzle-rhythm adventure based on the classic game of Snake. In the beginning, it doesn't feel so bad, especially as you eat dudes to grow in size (or occasionally shrink) and deal with the advantages/disadvantages it comes with. Temple of Snek supports the original Snake formula with a metronome: everything moves to the beat of the music, including you and NPCs. Furthermore, Temple of Snek expands upon that formula with traps, railings, enemies, 3D spaces with verticality, and more. This is all well and good until you're hours deep into this game and you're dealing with grandiose puzzles that demand you to cross cross around multiple rooms in a Very Specific and Exact way. It's especially hard to manage when you have to deal with the basic trappings of like causing Snek to bump into walls (or yourself), or you get stabbed BY something. I understand that some puzzle games can be like this, but it becomes a chore when you have to restart from a checkpoint all because you made one wrong move, which feels about as punishing as the actual Snake game. Instantly restarting in a room only works best when you can feasibly complete it in about one minute. Sure, you have some (minimal) accessibility options, but it won't save you from a wrong input. The bigger and more complex a room gets, the more time you will spend on trying to complete it CORRECTLY. I don't like puzzle games that have long & complicated setups (probably a Me problem), but it does help that the 3rd hint in each room just spells out the solution. Even THAT cannot save you from a wrong input. I thought I could grin and bear it most of the way, but it was Chapter 8 that was my breaking point. One room required exiting it in a specific way, while dealing with respawning enemies. I understood what I needed to do, but it would take me so much time to set it up properly. Even if I referred to the hint system, I'm still spending So Much Time & energy on getting it right. It's even more frustrating when I need to set myself up to a certain Snek length in another room with ZERO indication of it without looking at the pause menu's minimap. Hell, even tho the game gets away with a lot narrative plot points and gameplay mechanics without words, it's a double-edged sword since I could get lost/confused without better guidance. But I eventually realized that since the game will ALWAYS reset you back to the last checkpoint, even after spending minutes on each attempt, that it's just not worth it to keep going. Nevermind the weird glitches I kept encountering by playing on a controller, like the pause menu appearing when I didn't press any buttons, or how the menu selection does not properly navigate down the buttons in a proper descending order (this can cause me to to misinput, and accidently select Load Previous Checkpoint). Temple of Snek is a very ambitious game. I love it's idea, but I do not enjoy the gameplay in its current state. If you added mechanics that allow you to undo, rewind, or set a checkpoint at any point in time (like quick saving), then I'd have an easier time with it. At the end of the day, this is a game that disrespects your time. If the time between starting a place for the first time to restarting wasn't so long & boring, then I wouldn't be complaining about it here. The fact that only 2% of the playerbase have gotten the achievement JUST FOR BEATING THE STORY MODE tells me that there's very something wrong with this game.
classic snake but with a twist.
A fun take on the classic game Snake. I'm surprised something like this hasn't been made sooner to be honest. The puzzles can be challenging! but it is the good sort of challenging. There is a hint system in case you can't get past a puzzle though. There are rough edges, but I think it's worth the price. There are also ways to work around those edges, like reloading old checkpoints, or even uploading your save and having the dev take a look at it if it's really bad. I believe that the story is interesting and does not veer into insensitivity. There is also various accessibility options that do not make achievements easier to get, if you're worried about that. These options include a "one-step-at-a-time" mode, changing game speed, a visual metronome, and more that I do not recall. That all said, there is a respectable amount of love put into this game and those that will play it, it's a great idea, and it's fun, that's all I could ask for :)
Fun puzzle game. It introduces the game's mechanics gradually throughout the game and has plenty of puzzles. You can also customize your snek. It has steam workshop integration for the snek skins and the player-made levels. I've been having a blast.
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