Loopin'Space by Stracker

Your spaceship is attacked, and the only weapon left at your disposal is your own engine reactor. Fortunately it just so happens you are in an infinitely looping vortex. Try to survive as long as possible !

Graphics :
Spaceships : https://medimongames.itch.io/pixel-spaceships-hd
Everything else : done by hand through paint.net
Sounds :
Generated through sfxr
Controls
Arrow keys / WASD : Move ship
Left click : - Hold to charge - Release to fire
F11 : Full Screen Mode
Pro Tips
You can't move while your engine is launched, so be careful with your positioning !
The more you hold the fire button, the faster the engine will travel.
Yellow enemies move in a straight line, purple enemies follow you !
Get to a score of 5000 to allow the boss to spawn !
Press fire to start the game
Ratings
| Overall | 299th | 3.897⭐ | 41🧑⚖️ |
| Fun | 132th | 4⭐ | 41🧑⚖️ |
| Innovation | 57th | 4.192⭐ | 41🧑⚖️ |
| Theme | 122th | 4.231⭐ | 41🧑⚖️ |
| Graphics | 340th | 4.059⭐ | 36🧑⚖️ |
| Audio | 655th | 3.347⭐ | 38🧑⚖️ |
| Mood | 668th | 3.5⭐ | 39🧑⚖️ |
| Given | 39🗳️ | 49🗨️ |
Thanks for making it.
One thing in particular, I kept dying around 1000 points, and the first 500~ points worth of enemy ships are way too easy, I felt like I was going from braindead to absolutely insane attack pattern instantly with no smooth transition
Otherwise the mechanic is really neat, and while really hard to get a grasp on initially is a lot of fun once you perservere long enough to actually understand how to use it effectively, there was a fair bit of depth that just came out of the mechanics of the map and enemy behaviour, which was awesome, I almost ragequit after 10 deaths but it was worth sticking it out when I finally 'got it'
The quality of life details are really impressive: the plumes that warn you of baddies, the star conveniently positioned right in the centre. I get the impression the skill ceiling on this is high. Bookmarked for later.
Sometimes the missile crossed several times the screen before reaching back to me. I don't know how exactly how I did it and cannot provide steps to reproduce :(
Otherwise this is a very enjoyable game and one of the best I've seen so far.

Played a lot of rounds of it. The game was very tricky to understand first, but after a few tries, I was firing the engine like a virtuoso. As satisfying as grabbing the boomerang you threw (I'd assume. Never actually done it). It was a very good execution, and it's impressive that something so "simple" can be this engaging. (For those having trouble with it, at least for a while, it's better to stick towards the middle, to avoid missing hitting yourself.)
Kudos, and have a fantastic rating period! 🐳
It's linked to lower framerates, so playing the windows version will help in that regard. I could fix it but for fairness' sake I won't until the rating phase is finished ^^.
@3mpty Noted about the difficulty curve, it was planned to be improved further but time was unfortunately lacking for that. Keep in mind there *is* an element of randomness to the spawns, so you can get unlucky patterns that can be hard to deal with.
@jordan-kelly I'm so glad at least someone noticed those small features. Those extra touches can make such a difference ! Hope you enjoy it when you do try it :)
il marche très bien, le concept est extrêmement simple, mais a une grande profondeur.
Tout est très polish.
On prend vite le coup de main et ces addictif.
bravo :D
En tout cap je suis contant d'avoir testé ton jeu à l’improviste, il m'a beaucoup plus.
I have to say, I wonder how the controls would feel if it were more like asteroid (up/down to accelerate and decelerate toward your mouse) rather than just WASD. It took some time to break my inclination toward the former. You might also make the hitboxes a bit more forgiving, as a few times I felt like I should have destroyed an enemy when I missed.
Asteroid-like ('Inertia based' as we called it) controls were already on the table and would have probably been implemented as a 'hard mode' of sorts, but we ended up focusing on other things before the deadline. It would have made the game, which is already pretty hard, a whole lot harder, as they make the game a lot less reactive. Also I'm not sure how well it would have meshed with the 'slow down to charge' mechanic.
Noted about hitboxes, the best fix would probably to increase the size of the hitbox for the 'reactor missile', that would make '1 pass' loops a bit easier as well as making enemies easier to hit.