Wild Loop by Cerebral Bore

BRIEF
Live a watercolored video game experience.
Dive into the American Western expanses. Step into the boots of a sheriff. Share his daily life, and his questionings about the purpose of his duty. Because yes : his life is rythmed by a rebellious bandit, and everything leads to believe that he always repeats the same actions.
EXPLANATIONS
Catch the bandit who escaped and bring him to jail
Your choice(s) will determine the end of the game
CONTROLS
- LEFT and RIGHT ARROWS : MOVE
- SPACE : ACTIONS (like engaging in conversation)
- ENTER : (in chat box) NEXT, CONFIRM
- ESCAPE : (in chat box) CANCEL
- MOUSE can be used to select an option in a chat box
CREDITS
Art : Antonin Perrus Developer : Quentin Jouanique Music and sounds : Zapslat.com Kevin MacLeod - "Drankin Song" Topher Mohr and Alex Elena - "Horses to Water"

| Youtube | https://cerebral-bore.itch.io/wild-loop |
| Original URL | https://ldjam.com/events/ludum-dare/47/wild-loop |
Ratings
| Overall | 1024th | 3.352⭐ | 29🧑⚖️ |
| Fun | 1571th | 2.42⭐ | 27🧑⚖️ |
| Innovation | 1385th | 2.731⭐ | 28🧑⚖️ |
| Theme | 812th | 3.611⭐ | 29🧑⚖️ |
| Graphics | 95th | 4.429⭐ | 30🧑⚖️ |
| Audio | 533th | 3.478⭐ | 25🧑⚖️ |
| Humor | 450th | 3.18⭐ | 27🧑⚖️ |
| Mood | 724th | 3.46⭐ | 27🧑⚖️ |
| Given | 17🗳️ | 30🗨️ |
As for the interface, I don't think you needed a continue button for the dialogue. Just hitting space bar again would've sufficed.
I guess the game just continues on the final cycle of dialogue, about four or five days in? Characters remained in the same spot, dialogue didn't change anymore. I feel like the dialogue could've gone somewhere interesting as days pass, but they all seem to be fairly isolated remarks.
Catching the bandit isn't clear. The first time, he just ran into me and disappeared, maybe some better indication than just the sound would be better. Also, on the second day, it took me a while to figure out that I needed to come in his way while he is going up or down to catch him. It would be made better if the sheriff could go up and down as well, that would give a nice sense of chasing the bandit.
Good work overall!
### Now some precisions:
-In three days we made sacrifices like
>take off a lasso mechanic ;
>leave particles effects (my bad :sob: ) ;
>fix the background layer for the webplayer and some details
-I think gameplay is not always obvious.
>bandit pattern is quite easy in the first days, it can be destabilizing
>it is not said in the game but you have to bring back the bandit in jail
>When you have to choose "yes" or "no" it influences the ending of the game. Maybe try to say one yes or two no consecutively
What I don't get is the key binding - why can't I continue in conversation with space as well? What's wrong with it? Why so many keys for such a basic few functions? I'd suggest to go with even more keys but with equivalent binding (e.g. space, enter, f and LMB all do the same, so the player can decide what to use according to their taste), this is not confusing, but unnecessary :)
I like the art very much, the parallax background looks like a paper diorama, very nice art direction indeed!
Nice entry!
I would love to play a full game that looks like this, seriously! This is one of my favorites in the graphics category for sure! Good work!!
There are a lot of things we should have worked on more. Some details to improve, or some choices concerning mechanics. Nevertheless in three days you know it was very hard (especially because of the tough theme think).