Made in 72 hours for LD47: Stuck in a Loop *Fight to stay alive inside the loop.* Venture too far and you'll pay the ultimate price.
Controls: WASD to move, mouse to shoot, TAB to pause
* As is always the problem, we didn't have enough time to get to creating our own assets and sound effects. Busy schedules prevented further progress but we hope you enjoy what we were able to complete. We intended to add - Our own assets - Sound effects - Background music - Health and various other drops - Increased difficulty over time
I really liked the pixel art in this and I think it's a pretty solid game but if you made the bullets bigger and added a little knock back when they hit the enemies then it'd be really awesome
I can tell you ran out of time, but this isn't bad! Interesting idea, like a single player battle royale. Rather than (what seems to be) a random setup, you could have designed a few rooms where the circle moves to over time (maybe getting smaller or larger along the way), set up specific waves of enemies in those rooms. Maybe I didn't play long enough but there was only like 1 (or maybe 2 enemies) at a time, which is fine at first, but would be nice to see it pick up sooner.
While the enemies only die from 1 hit, you could have allowed the player to charge up a one hitter, and make rapid fire 3 hits or something like that, since there is time between enemies.
@ismael-rodriguez While we appreciate the feedback, it was mentioned in the narrative that we intended to increase difficulty over time. We didnt want to make a game where we had to create levels, so an arcade style game with ever increasing difficulty was our goal. Your game was great by the way! It all fit together very well.
What a great idea! There is a TON of potential for this entry and I really hope you continue with it! I loved how the loop moved through the level and wasn't just something stationary. I could see this becoming a dungeon crawler where you're confined in the loop as it guides you along. One thought I had while playing it was that it would be super cool if you could see silhouettes of the enemies in the darkness. They don't have to be killable, but it would help the player prepare for what is coming and also add a lot of tension. Hope you continue working on this, excellent job!
Thank you @gamechoy! We do want to continue with it because there's so much more that we want to add. We hadn't thought of giving the enemies silhouettes! That's a great idea to add to our growing list! Thank you for suggesting and for playing.
This game very much reminded me of old SNES dungeons with the art and the feel. Something like a specific dungeon in Zelda or something. Definitely hit the nail on the head with the feeling, and really enjoyed that I needed to be "stuck in a loop" to survive this place.
Would have enjoyed getting somewhere or destroying environmental items. Given, that might be a thing to think about for the next post-jam version (if you keep working on it). :smile:
Nice concept! This is a pretty unique interpretation of the theme and I like it! The game is pretty fun to play, but lacks a bit of diversity. Some new enemy types or different objects/weapons could fit really nicely. I would also recommend adding some visual feedback when you are hit and when you hit an enemy (particle effect or screenshake, or perhaps an animation of some sort).
I really enjoyed your choice of music and how the flying particles fit with the music, already in the start screen. :) Interesting concept of following the growing and shrinking (death) loop, although I had some room to move around I couldn't really decide where I was going. I would have liked to see some visual impact on hitting the enemies. Although the game is not finished, it has potential! Well done :smile:
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is there a background story about what the ring is and why it moves randomly?
While the enemies only die from 1 hit, you could have allowed the player to charge up a one hitter, and make rapid fire 3 hits or something like that, since there is time between enemies.
Would have enjoyed getting somewhere or destroying environmental items. Given, that might be a thing to think about for the next post-jam version (if you keep working on it). :smile:
Great work!
Interesting concept of following the growing and shrinking (death) loop, although I had some room to move around I couldn't really decide where I was going. I would have liked to see some visual impact on hitting the enemies. Although the game is not finished, it has potential! Well done :smile: