Loop Cultist by udo
This is a very short game about doors and loops in reality.
Controls
You control the character using the arrow keys.
Tools / Credits
- Cinema 4D, Gimp · Graphics
- Text editor · "IDE"
- PIXI.js · 2D canvas library
- Howler.js · Audio library
- Texturehaven.com · Textures
- Logic Pro X · Music
- Audacity · SFX
- Font: https://www.dafont.com/de/cardinal.font
(Made on Linux, except for the music because Logic Pro is macOS-only.)

Post-LD Changes
- Fixed a bug that would cause player characters to walk outside of the display area on screens/windows that are less than 1920x1080 pixels (thank you for the report @tero-pulkkinen)
- Made a Post-Compo version featuring:
- introductory world that hopefully acts as a smoother introduction
Notes
- There is not a lot of content in there, I basically ran out of time for creating levels. That's also why most puzzles and mechanics only appear once.
Development Timelapse
I tried some image and mood recognition of my face during LD, I thought it would be interesting :shrug:
https://www.youtube.com/watch?v=_sLTZGyTjZc
Ratings
| Overall | 187th | 3.655⭐ | 31🧑⚖️ |
| Fun | 344th | 3.196⭐ | 30🧑⚖️ |
| Innovation | 46th | 4.036⭐ | 30🧑⚖️ |
| Theme | 69th | 4.155⭐ | 31🧑⚖️ |
| Graphics | 107th | 3.933⭐ | 32🧑⚖️ |
| Audio | 43th | 3.931⭐ | 31🧑⚖️ |
| Mood | 16th | 4.196⭐ | 30🧑⚖️ |
| Given | 20🗳️ | 32🗨️ |
@blubberquark thank you, yes that is kind of what I was going for. I wish I'd have had more time for more puzzles and machinery...
The last couple of layers didn't seem very challenging? Perhaps if I had needed to use the swapping layers to get the symbol somewhere specific it would have been more difficult, but as it was there was already a layer in the right place. Maybe a more specific requirement like that would make it too easy to accidentally softlock, though?
Great work overall, extremely solid for a compo game!
@obi-one thank you. If it's any consolation: while I do think the looped world idea is good, I have *SO MANY* regrets regarding puzzle and world design, things that in hindsight should obviously have been done differently. That's the curse of Ludum Dare, isn't it, you're kind of stuck with the decisions you already made, because there is literally no time to go back and change things. But I also find it liberating. And there have definitely been Ludum Dares where I literally had *no idea* and ended up not participating, or ones where I had so little of the game done by the end that I chose not to submit.
I like the concept. It feels unique and fresh. But I didn't figure out what to do after I'd climbed up to the top of the tower. Then I went straight to the bottom of it, but didn't found anything there either.
Thank you for picking unique mechanics and for the new (though small) experience!
The ending got me confused. I kind of picked omega at random, went through the old theta/iota room and I was surprised that it worked.
> Text editor · “IDE”
gedit is probably what you mean.
@alaah wow, thank you! The ending is a bit obscure, yes. I chose the Omega character to hint that the journey ends there, and the other symbols on the wall are worlds you already visited. So you did pick the "right" one, it's also the first symbol and the only one in that uses a capital letter, I was hoping people would be drawn to it. There is only one ending by the way, you didn't miss anything.
Had I had more time, I definitely would have done at least one more puzzle where you pick stuff up and drop it on another artifact, to illustrate what's possible. Since the pickup-symbol is used only once it probably feels a bit random.
> gedit is probably what you mean.
It was Geany, actually :laughing:
Long story short, I missed the context.
A tutorial level would have helped a lot, reading the description you ran out of time so I understand. I'll play the post-ld version later because I still liked it. I like the concept and art style and the audio queues are clear. The controls are solid.

So far the post-LD version is identical except for the starting world. I'll try to make some time for better puzzles this week, and I'll post that in the description.
If you have time you can also play mine, it is about a thief hungry for gold :smile:
If I could go back to the first day of the jam, the puzzle mechanic(s) would be slightly different. Truth is beyond the positioning of the doors, there is no other puzzle where the horizontal alignment of the strips matters. It confuses a lot of players, and I completely understand why. All the other puzzles are based on the vertical alignment / stacking of the strips.
In hindsight, I probably should have taken one more day to make this design more consistent, but I had to go to work on monday... :neutral_face:
Good job anyway doing this by your own :)
@baylej thank you! But I swear it's not an endless game, you could probably speedrun it in about 30 seconds :laughing: About the timelapse, I enjoy watching other people post their timelapses as well, and I think it's a great way to communicate how people go about making their game.
The visuals and especially the music are incredible. There is this Hans Zimmer-esque feel of a vast universe right outside the screen :star:
@eldar thank you so much! You are completely right about the puzzles (and I think @seanarooni had a similar experience but quit much earlier), they are the main regret I have about this LD. I should have spent more (or any) time designing this "on paper" before starting.
The problems here come from several choices that probably didn't work out for most players:
First I wanted people to explore the puzzles, let the game be its own tutorial. For example, explaining how the pyramids work beforehand would probably nullify a big chunk of this exploration. However, I don't think I created enough affordances for this learning effect to be enjoyable or meaningful.
I also had more devices/puzzles planned but I ran out of time. The choice was essentially more polish or more content, and I basically chose polish.
Second, because I ran out of time I couldn't do more levels/layers/watchamacallits. This means it's easier to mindlessly bruteforce. And in the end, I'm afraid, the effect on many players is basically "okayyy, whatever" instead of "oh that's neat".
I have designed puzzle games for LD before where these things were solved in much better ways, I think. As I said before, maybe I should have chosen Jam instead of Compo, but I had to go to work on Monday...
Overall I'm not unhappy with this entry, but I do agree there are shortcomings.
I feel like I saw several entries, and your game among them, that have an unusual (if not outright unique) premise, and I'd play as real games if they had more content than 2 days' worth. It's kinda sad that all these games are seemingly lost after the jam :(
How serious is serious though? I wonder if there is a lower amount of effort you could invest into making one of your games something bigger, but not quite quitting your job for it :stuck_out_tongue:
> working a day job, doing indie dev on the side, streaming it every day
Damn, what a stud. I barely find time to walk my dogs when I make a game :joy:
> What’s your perspective, @eldar?
I have a sob story about my high expectations of my first game. Over a year ago, I sat down and started writing a big roguelike game rooted in Greek mythology, with all kinds of cool features, but without any experience in game development. 3 months later, I put it up on itch.io, pestered all my friends, posted about it on Reddit, and got exactly 1 person (a friend) to actually play it through the end. Til now, it just lays there in near-pristine condition :sweat:
Now, I made many mistakes with that game (my lack of actual ability to make an engaging game being one of the top :joy: ), but it did teach me to lower expectations. So every time I start making a game and my brain starts convincing me that this is it, the new masterpiece the world's been waiting for, I tell it to chill and try to make sure I don't get sucked into another wormhole :sweat_smile:
That said, I don't think I'm particularly good at gamedev, and don't imagine sustaining myself through it, no matter how much I would enjoy that :( Based on my outsider's view of the industry, the only people who make good money in it are the people running mobile game studios (and would you really enjoy gamedev if you had to paper-press 5 titles a year, especially if they needed to be like Farmville?) or sweating on AAA games (no life), and neither really calls out to me... Or am I completely off here, and there is a lot of people doing what they love and sustaining themselves?
Whoah that got pretty personal pretty fast :thinking:
So you've got a feavorite genre, I think you can use that to slowly build a following. It's better than me, because I'm all over the place :laughing:
> That said, I don’t think I’m particularly good at gamedev
I don't think that's true. You made several games for LD, and they work pretty well as far as I can tell. You're probably deficient in the same way I am: not enough practice. But that can be fixed!
I had a very short run of making a game roughly every month (for like 3 months) together with a friend of mine. It was pretty great, although a bit stressful, and I wanted to make more polished games (ended up doing nothing instead). I think he got discouraged by the utter lack of feedback or interest. That's probably what kills most of us hobby devs, because it leads to a lack of motivation.
Yeah commercial viability is probably not a realistic goal :frowning2:
I read that so many times prior to starting on it, but learning from other people's mistakes just isn't my strong suit :shrug:
> discouraged by the utter lack of feedback or interest
I think one of the problems of indie gamedev might be that the space is oversaturated (lots of people want to make games), but the audience isn't large enough. I want to elaborate on the second one - it's not like there aren't enough people in the world playing games, but a large part of them exclusively plays large-scale polished releases, and we don't have a good way to reach the large part of the rest. If we take Ludum Dare as an example - say it didn't have a rule that you have to have made a game to be able to rate, how many more people would you expect to show up and play these games?
> I think you can use that to slowly build a following
Unfortunately roguelikes are an even more niche, saturated genre than general indie games :sweat_smile: I feel like it's literally 1000 people who are currently working on a roguelike, another couple thousands actively playing different roguelikes, and then lots of people exclusively playing Slay the Spire and other big releases. So yeah I don't know, my outlook is grim :sweat_smile:
> But that can be fixed!
You're very uplifting :D
Anyway, didn't mean to overtake your game page with the discussion about woes (real or perceived) of indie gamedev! :pray:
@eldar
> learning from other people’s mistakes just isn’t my strong suit
That's also one of my problems :laughing:
What you said about the oversaturation and audience rings true to me. I think at the tail end of popularity (where we both probably are tbh) there are more people making games than people playing them. With that comes the realization that your first few releases are going to be basically just for yourself. But I do think that even niche developers with a *regular* output eventually reach an audience. The question is just whether one can stay motivated that long and where the personal cut-off point is for giving up.
> Anyway, didn’t mean to overtake your game page with the discussion about woes (real or perceived) of indie gamedev!
Honestly, I think that's part of LD, exchanging experiences and making friends. I still periodically drop by the LD IRC chat because I found so many like-minded people there (even though the place is a bit deserted nowadays).
I'd have liked to have seen more levels just playing around with the basic walls and doors - it feels like there's a lot you could do with those, and the walls kinda get dropped quickly in favour of unlocking different levels and new mechanics.
> it feels like there’s a lot you could do with those,
I agree.
> Surprised that the cultist looked so dejected to make it out of the dungeon though!
Maybe because once they made it out, there was just an empty wasteland waiting for them.
Originally I wanted to incorporate story into the game through things and characters that would tell you little things as you walked by them. Had I been better at time management, I'd have included that alongside more actual puzzle content. But since the story didn't make it in there, I left the ending open as well. Honestly, I think it kind of works overall, because the player can just concoct whatever story they want in their head and it'd be almost certainly better than what I would have come up with :smile_cat: