FoonLudum Dare ExplorerLD47 → Loopy Dungeon

Loopy Dungeon

By spaceguinea-productions

View on ldjam.com

CategoryRankScoreCount
Overall15922.6728
Fun15532.4428
Innovation10013.1528
Theme10173.4028
Audio10811.9828
Humor12211.8523
Mood15192.1427

Comments

bunkai 2020-10-06 12:57

The game is good overall. At first i didn't thoug LMB y RMB where the mouse buttons, and tried to use the keyboard leters. In addition, i had the feeling that the character gets stuck sometimes and doesn't move (could that be posible?).

james-joubert 2020-10-06 20:53

Nice game concept.

The planting of traps was nice, and the stuck in a look was done in a unique manner.

The audio effects were a bit loud, I ended up muting the game after a while. Also I would've loved to have seen bullet animation, as I couldn't tell that the shooting mechanic was actually working.

flaterectomy 2020-10-07 17:09

I think I kinda get the idea here, but I am not fully certain. At first I was very confused by the looping. The tutorial part of the menu only explained the keybinds, but not the looping mechanism.

I take it you place traps, then once the wave comes you just move along the same track you initially move in? I couldn't truly tell if I was shooting correctly or not as there were no visible bullets. I eventually figured out the pickups that appear can be used to repair, but it took a little while.

I only made it to the third round in a handful of attempts. What kept happening was that I'd still be fixing traps, then the round would start and my loop's starting point was just where the skeletons appear and I'd quickly die after I appeared at the loop's start. Kind of wish there was a grace period there between trap placement and the round beginning.

I do quite like the art style, nice palette as well. Like mentioned before me, the audio was on the loud side.

aflatthrasher 2020-10-07 19:53

It's a neat idea, but I did have issues playing at times. Having the timer up there was nice, but some sort of way to start the recording of the loop would have been good (maybe just stop letting you place traps and then hit the button to start and let you place traps again). Sometimes I would end up recording some trap setting, which got frustrating.

Good start, though, and like I said, a neat idea.

just-dante 2020-10-07 20:43

Interesting idea, but there are few major cons for me. First, lack of hit response, neither bullet animation nor enemy flashes. Second, movement replay is in my opinion too slow. Third, lack of audio controls, game is simply too loud. And last, weapon has really low range, don't know exactly cause there is no hit response as I said earlier

coding4rtist 2020-10-08 11:55

Really nice concept, graphics and sounds are nice (but audio is a bit too high). Maybe more time is needed to set the traps and I don't know if it's a bug: bullets aren't visible.

toulou 2020-10-08 15:20

That's an interesting game. There are good ideas and it shows you really wanted to try something unique. The path mecanic is very interesting and deserve to be more explored. I feel like the traps were a bit too effectives, and because I couldn't see the bullets I relied entirely on them. But aside from that it's a good entry, especially for the sprite work. Good job!

erlioniel 2020-10-08 17:44

I tried as well and can agree with @just-dante. The idea itself is very nice, but it should be polished to be more playable. But overall good result

aljon 2020-10-08 19:07

Interesting idea! There may be some areas that needs some fixing like there is no bullet animations! Great job nonetheless

steventus 2020-10-08 19:20

Heya @spaceguinea-productions , I think the concept here has a lot of potential but it wasn't explored too well. Let's go through the positives first:

1) The art is pretty good. It's not just 'servicable' or programmer art, but like it works well and it's nice! The sound design could use more work to blend with the art style but as a whole, I'd say it's nice!

2) A relatively innovative take on the stuck-in-a-loop, by being absolutely direct and literal about it. Haha.

It's an interesting mechanic, almost like a tower defense but you're stuck in a minecart. I think with much more polish, this would definitely be great.

Speaking of polish, this leads to my major qualms about the game:

1) I think the lack of bullets is very dentrimental. You can continue to have raycast shooting but the lack of visual feedback to the player that you're shooting (or missing) quite strongly detracts from the experience.

2) I think you have a very dispersed focus on this game. On one hand, you say it's a tower defense but the only 'towers' you put are the traps. And you also have a guy that takes active control during the battle.

I think if you narrowed down your focus/scope a bit more to pinpoint accuracy, you'd be able to deliver a more focused/cohesive experience. In my head, if you removed the entire trap-setting mechanic, and focused your design around the tracing-your-own-path mechanic. You'd be able to create something much more interesting and fun to play around.

Having talked to you, I can see understand what you mean by what you said about your game. But nevertheless, as a hardcore-optimist myself, I do see potential in this. It just definitely needs **a lot** a work to make good. It doesn't change the fact that this idea is not bad, the execution simply needed more work.

And hey, maybe next game around, you'll make a way better game then!

rizekcajk 2020-10-08 19:47

It certainly has a potential, but time loop gets quite lost in the few seconds each wave takes place. You have to collect parts, repair and set up traps all while the loop is recorded, so when the enemies come, the loop is mainly you just running around and setting up traps uninvitably running into enemies and losing. I'd personally separate the Time Before Next Wave round into two. In the first one you fix and place your traps and in the second You record your loop. This way you can truly utilize what you have at your disposal. In the future versions some new abilities or weapons You could combine with the time loop would be nice. Other than that, this is definetly unique tower defense with a lot of potential.

fedora 2020-10-08 22:01

I really like the idea of the game, but I think it could improve on the implementation. The movement along the path feels really snappy, and not being able to see enemy hp and the bullets actually firing made me a bit confused at first about whether I was actually damaging the enemies.

overlook-studios 2020-10-09 00:35

Definitely an interesting take on tower defense and while the idea is very neat, the execution of it is kind of lost in lack of polish. I can see the goal that you were trying to go for but it does result in a lot of confusion in the gameplay. I would say the art is very good and feels like it belongs with each other, but the lack of feedback from bullets or damaging the enemies makes it hard to understand. Congrats on finishing and submitting, keep it up!

spawncampgames 2020-10-09 04:30

Fresh take on a tower defense game.. The only thing I can say is I wish there was more juice. Or the very least a projectile when shooting your gun would have been nice.. Overall good tho.

neowhoru 2020-10-09 16:06

Interesting concept and idea - but i think the controls are a bit weired. Also their are no bullets :) Also their are some small bugs (like in the time loop if you are too near at a collider it seems to jiggle a bit :)). But also things where you can improve :) i really like the idea and the art matches good.

guimoliveira 2020-10-09 16:27

Nice game! :) Good job!

badpiggy 2020-10-09 16:58

It's a great and unique idea. The art was nice as well. Any sort of bullet feedback would have helped a ton though. A nice entry which can probably be better but is rather nice none the less with a unique concept.

redtarantula 2020-10-09 17:01

A pretty interesting game!

dcrdro 2020-10-10 18:54

Hm, cool minimalistic and mood visual, and interesting idea. But.. I had troubles with figuring out how things are working (even with tutorial): moving in loop, shooting (it's hard to understand how it is performing), and the strange yellow pieces... Аfter a while I more or less figured it out.

I liked the concept generally, but the game feedback leave something to be desired...

mathemagician 2020-10-10 22:14

I more or less agree with all the comments other users have left: I had a tough time figuring out how to plan my route without getting ruined while still fixing any traps. I know the weapons are hitscan, but I had a super hard time telling if I was actually connecting with enemies.

I found the hotkeys didn't feel super intuitive to me, especially with having to use the mouse as well, but that might just be me being a bad gamer.

pomo 2020-10-13 12:13

Please add screenshots to your game page. Thanks for submittint it! -PomoTheDog