Snout’s Vengeance

An exploratory Deck Builder featuring strategic play, 2D exploration, and chickens.

Snout’s Vengeance is an indie/solo dev game made over the course of an academic year. The main inspirations were top down 2D games like Stardew Valley, and strategy deck building games like Slay the Spire.

Challenges: One of the biggest challenges in making this game was timeline. Snout’s vengeance has over 100 art assets, three explorable areas, and six ‘Card battles’, all of which had to be designed and implemented in engine. In order to achieve the vision I had for this game, I had to meticulously keep track of everything I needed, where I was in the process, and what pipelines I had to follow. Over the course of making Snout’s Vengeance I learned a lot about project management, organization, and documentation.

Takeaways: I learned it’s really important to establish both the goals and the scope of your project at the beginning to make sure you can keep progressing steadily, instead of sinking work into something that won’t even make it into the game. It’s also important to stay flexible. Things came up constantly while I was trying to work on this project, like homework I hadn’t budgeted time for or life just getting in the way. If I hadn’t been able to adapt to new circumstances and change my plans to account for them, I never would have finished this project.