The Looper Encounter by Shaolin Dave
A simple shmup with a mechanic to capture enemies within a loop.
HINTS: - Shoot enemies to stun them, they'll stop moving and shooting, so they're easier to capture. - Get as many enemies at once as you can, there's a score multiplier! - Live enemies are worth more points than stunned ones, but it's riskier to catch moving/shooting targets - You die after 10 hits, so it might be worth sacrificing a hit to get a good capture combo!

Please post your high scores in the comments!
| Youtube | https://shaolindave.itch.io/looper-encounter |
| Youtube | https://www.newgrounds.com/portal/view/767981?updated=1602044778 |
| Original URL | https://ldjam.com/events/ludum-dare/47/the-looper-encounter |
Ratings
| Overall | 1288th | 3.149⭐ | 49🧑⚖️ |
| Fun | 926th | 3.244⭐ | 47🧑⚖️ |
| Innovation | 988th | 3.167⭐ | 47🧑⚖️ |
| Theme | 1071th | 3.348⭐ | 48🧑⚖️ |
| Graphics | 1332th | 2.88⭐ | 48🧑⚖️ |
| Audio | 1038th | 2.455⭐ | 46🧑⚖️ |
| Mood | 1400th | 2.667⭐ | 47🧑⚖️ |
| Given | 36🗳️ | 68🗨️ |
@mrmaico I reuploaded a different Mac build as well, if you could please try. If you still have issues, I'm wondering if it's the normal permission issues that a lot of Mac builds have. Please let me know what error messages you see.
@zashers Yes for some reason Web is only loading like 90% and then giving up. I can't figure it out tonight so I'll have to research it tomorrow. I'll let you know if I get it fixed.
I feel like some music and visual effects would have sold the concept a bit more, but, overall good job!
i'm not sure if this was intentional but i found that when i pressed s to create a loop and then s again to speed it up my score from the last session would persist, thus going straight from 0 score to 300. good work though!
@pinkpanterus - I considered up/down movement, but felt it was better to stick near the bottom of the screen because of the loop capture mechanic. Using up/down controls was a choice to make the whole game easily playabe with one hand. Do you think the game would be better with vertical movement, or with the shooting/looping controls more separate from the movement?
@melvinng - Thank you. Unfortunately aside from particle effects I actually had to skimp on the graphics, the ships are still using placeholder assets, I intended them to be 3d models.
@snowinn - Thank you. I actually slowed down the enemies and made their swarms smaller later in development. In the past my judgements have suffered because people found my games too hard, and I figured my own game probably seemed easier to me that it actually was. I might have to add difficulty changes in a post jam version.
@samelgamedev - The speeding up when you hit the loop button twice was actually a glitch that I noticed during development, but decided to leave in as a feature. I figured the slowdown might be tedious after awhile, and thought players might like to speed through the loops a bit. As for the score persisting between sessions, that was DEFINITELY not intentional. Thanks for brining that to my attention.
Thank everyone for playing and rating!
Yes, I beleive so.
WSAD - moving
LMB - shooting
RMB - loop catching
The looping mechanics is an interesting one. Although, sometimes it behaves strangely, since I'm capturing the ships that are outside the loop. Is it bounded by a rectangle or something? :)
Have I missed the health bar by the way? I seemed not to find where is the indicator of my life.
Maybe a little screen shake and HP UI would have been nice !
Great Job ! :)
@samelgamedev - I fixed the score bug, just wanted to thank you again for letting me know about it.
@pinkpanterus - I still disagree with vertical movement, but your thoughts on using mouse buttons is a great one and I should have implemented it. At this point I think that'd count as a "new feature" so I'll have to wait till post-jam to do it.
@blubberquark - Thanks for the suggestions. I did make the colliders on the bullets and players slightly larger than they look to make it a bit more forgiving, but when I overhaul the game post-jam I'll probably do a lot of artistic changes as well. I'm also a big fan of Nuclear Throne so I appreciate the suggestion and probably will look to it for inspiration.
@etrealjunior - Thank you very much. I checked out your game and rated as well.
@invader - Noticed the Galaga inspiration, huh? The capture loop works by picking a spot in front of the player, rotating around it (while dragin a trail), and once the movement is done, placing a sphere collider at almost the same point for a split second. It's a sphere instead of a circle because of the way I oriented the game. The collider is slightly larger than the capture ring because in playtesting it was frustrating to JUST miss a capture. Also, the center is slightly closer to the player to be extra forgving for enemy/projectiles that are REALLY close to the player, preventing cheap hits-and-escapse.
@mykola - Yes, time constraints, as usual, lead to some sacrifices. In post-jam I'll add more variety
@tori - I have considered merging this idea with a more general shmup I abandoned years ago for post-jam, we'll see how that works out.
@tamail - I lost a few hours of dev and the health bar was something that didn't make it. Actually, I had to ditch a power-up system as well. As-is, you have 10 hits. My idea was that you'd start with 5 hits buy could earn more as a bonus with combo captures. I really wish I'd had time to implement that.
@aune - I'm glad you picked up on that strategy, I fear that players might not get that. I wrote in the "hints" section but already know most people don't read them. I ran out of time for the HP UI, I'd wanted a screen shake on imact and even a zoom-in on capture to go with the slow-motion. Maybe post-jam
@szatku - I actually thought very late that I should put a collider on the trail so that you could use it as a wall to trap enemies. I even initiall had the player choose if they'd loop clockwise or counter-clockwise. But, it was another thing cut for time.
The description mentioned that combos gave more points, but it wasn't really clear how much while playing the game. Could be nice to have some indication on the screen of how much the combo you made was worth.
Good game! It was fun to play!
It could be intereseting if you could somehow combo the traps or somehow do them at different locations than at the bottom - now oftentimes there's quite a lot of just waiting to do as enemies are not flying close enough.
@cerins @mbrezu - I'll have to work on the difficulty curve, and incentivize trapping over shooting (i know most people don't care about high scores anymore, originally trapping enemies would be the only way to regain health but that was cut for time)
@r3l0ad1 @morpheuszero @macmist - Thank you, don't be afraid to leave some critical feedback too.
@oxropy - That was intentional to incentivize taking risk and letting the enemies get close before shooting, but I could have made that more clear, and come up with a plan for stunned enemies to ofar out of range.
@jeroenpx - Yes, another thing that was cut for time, but I'll add a lot of visual/audio feedback for successful combos late.
@zebrainflames - I think mainly I just need to make the enemies more aggressive so they'll spend less time away from the player, but I'll consider different capture mechanics as well.