Souless Loop by craftwill
You are stuck in a RPG world loop! Kill monsters and get stronger to defeat the evil final boss in this colourful top down hack n' slash inspired video game :smile:!
You wonder... What does the final boss looks like?
If ever you are having issues, simply restart the game.

| Youtube | http://calapout.ca/SoulessLoop.zip |
| Original URL | https://ldjam.com/events/ludum-dare/47/souless-loop |
Ratings
| Overall | 1044th | 3.342⭐ | 21🧑⚖️ |
| Fun | 734th | 3.395⭐ | 21🧑⚖️ |
| Innovation | 1551th | 2.447⭐ | 21🧑⚖️ |
| Theme | 1232th | 3.158⭐ | 21🧑⚖️ |
| Graphics | 1326th | 2.895⭐ | 21🧑⚖️ |
| Humor | 899th | 2.559⭐ | 19🧑⚖️ |
| Mood | 1359th | 2.763⭐ | 21🧑⚖️ |
| Given | 15🗳️ | 16🗨️ |
:purple_heart: :dart: :frog:
10/10
Will play again in the morning
I think a healthbar for enemies (especially the boss) would be nice. But also without I'll try to defeat the boss with 14 attack.
I had fun from the beginning, but then the gameplay got a bit samey. You know - your attack frequency stays the same, even when upgrading your shield, the basic green enemies still deal you the same amount of damage, and most importantly, all the enemies are the same. They may have different animations, but mechanics wise they're the same - they aim at you at constantly, they attack at the same distance just directly forward, they just deal less or more damage. Once you realize that, the experience turns from fun to grind.
I think that there're basically two ways out of this, depending wheter you want more diablo-like aproach or more souls-like approach. The first one you should vary your gear - different attack timing, different area of attack, and spice it up with some skills and magic, that can help you in a tight spot. That way the player always have some interesting decisions to make.
The latter one needs more thought out movement patterns of both enemies and the player. You need more visual/audatory hints - that the player is ready to attack again, that the enemy is going to strike and so on. For this to work, you need to "dumb down" the enemy, or better said not make the enemy so perfect - the enemy has to have some chance to miss the player and the player has to have some chance to dodge the attack (or block or parry it). Give the enemy some rotating time instead to snap-aim it to the player, some decision making time, some stun. Give it predictable but still challenging enemy attack patterns.
Right now, you stuck somewhere inbetween, so once the player realize they can't even properly dodge, nor do anything except for sword swing, then it becomes just the game of grind and rising numbers, and there's barely fun in that, unfortunatelly. As for me specifically, I prefer the player-skill based design as opossed to in-game-skill based, but the choice is yours in the end.
But all of this probably is way over the scope of game jam game, at least for me would be for sure, so it's more of a "dig into this in the future" suggestion, which I feel is a strong part of a game jam :)
Apart from said above, I never got lost, confused or anything, so you did a pretty good job with overall design. Only thing that lacked information for me was the player animation - I would like to know better what is my weapon's reach as well as when I'm ready to attack again. Without it it's just spamming LMB and hoping for the best. Still, no bugs, no getting lost, well done.
I died a first few times before the timer ran out, so when I finally reached the end of the timer, it scared me for real! :)
Overall you did a great job!
Good job!