Lethal Loop

Overall★★★★★★★★★★3.32
Fun★★★★★★★★★★3.42
Innovation★★★★★★★★★★3.29
Theme★★★★★★★★★★3.03
Hit ball to make it go fast to smash enemies.

Avoid ball if enemy make ball go fast.

Repeat.

Tags: #2d, #relaxing
Genres: fighting

Comments10

Simone5 Oct 2020, 13:44
Hi!
Solid entry, nice gameplay :)
Arthurds
Arthurds6 Oct 2020, 15:20
NEEDS TO BE FAASSSTEEER VRUM VRUM! (Dont use me as a play tester reference, it will make the game too hard lol) Thanks for submitting it! -PomoTheDog
Jelle Vermandere
Jelle Vermandere7 Oct 2020, 14:45
nice! It's a bit unclear when the diamonds have taken enough damage, and I feel like the return angle is a bit too limited, something like a more analog bounceback system would have been ice to have more control over the direction.
But, nice entry
svntax
svntax8 Oct 2020, 04:40
The game gets pretty chaotic really fast. I like how solid it feels to hit back the ball. There is a bug I found where if you hit the ball from too low in the title screen, sometimes the game starts with the ball out of reach. It happened only two times for me though.
gwinnell
gwinnell8 Oct 2020, 17:02
A sort of lethal league demake - nice one! How you get a score above ~3 is beyond me!
rhewid
rhewid9 Oct 2020, 17:51
Very interesting game mechanic. Really liked that one. I think more polishment and it would be a real nice html5 game.
elemel
elemel10 Oct 2020, 18:20
That was intense! Promising squash-breakout crossover that could use some polish. Was difficult to control the direction of the paddle, and the ball was too fast for me. Was also hard to see what was happening since the graphics didn't scale with the window. Missed a theme interpretation.
Meenakshi
Meenakshi13 Oct 2020, 04:57
Interesting concept. But it gets too hard too soon. Cool game over all.
ditam26 Oct 2020, 14:38
Well done, the batting mechanic is quite satisfying. It seems quite common to get the ball stuck in a perfectly vertical or horizontal bounce (stuck in a loop, heh), which is a bit annoying to deal with, but depending on your reflection logic, fixing this might be as simple as starting the levels with ever so slightly different angles, maybe avoiding integer fractions of pi radians.

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