Loop Cure by pedrocoden
You are stuck in a loop and need to “cure” it, fill the flask by picking up the red items, but with each cycle they change positions, be smart to win, good luck!!


| Youtube | https://gamejolt.com/games/LoopCure/542922 |
| Youtube | https://pedrocoden.itch.io/loop-cure |
| Original URL | https://ldjam.com/events/ludum-dare/47/loop-cure |
Ratings
| Overall | 1459th | 2.943⭐ | 63🧑⚖️ |
| Fun | 1289th | 2.883⭐ | 62🧑⚖️ |
| Innovation | 1416th | 2.667⭐ | 62🧑⚖️ |
| Theme | 1476th | 2.767⭐ | 62🧑⚖️ |
| Graphics | 1300th | 2.942⭐ | 62🧑⚖️ |
| Audio | 745th | 3.207⭐ | 60🧑⚖️ |
| Humor | 1043th | 2.324⭐ | 56🧑⚖️ |
| Mood | 1387th | 2.703⭐ | 61🧑⚖️ |
| Given | 153🗳️ | 132🗨️ |
Had a hard time in my first play, but once I figured out that always going for the newly appeared potions, it went well. If I may give some advice, a sound effect on the collision with the enemy would give a better feeling. I didn't have to use the camera movements, but in some way this means that the movements of the player were precise enough to have fun. Overall nice game!
Had a hard time in my first play, but once I figured out that always going for the newly appeared potions, it went well. If I may give some advice, a sound effect on the collision with the enemy would give a better feeling. I didn't have to use the camera movements, but in some way this means that the movements of the player were precise enough to have fun. Overall nice game!
Other than that, the audio worked pretty well with the atmosphere and it was cool to see some 3D animations !
Sometimes I get very confused by the perspective and find myself missjudging the distances and running past the red thingies. Maybe it's because they don't have a shadow? Oh and those red rods need a timer or something? They just disapear without warning. :(
is there anything I should do to try it?
That being said, the audio and graphics are amazing. I wish I was this good at polish in any amount of time, forget 48 hours. Also blender game, nice.
Here are my feedback:
_Positive points
- Nice art style
- Good music and SFXs
- Challenging
_Negative points
- The character stops in front of the cursor of movement, so sometimes he stops in front of a potion => Suggestion: I think that it will be better if the character stops on the cursor.
Overall: gg for your work!
Now I have a feeling that there's something missing... A story, or at least links between ideas that would make them consistent. At some point it feels like you don't actually believe in the story you are trying to tell me as a player, so I can't believe in it either. For instance, on this page you call the items "red items", but in the game, they are "potions"? Why do guys (who, to me, look like football players) chase potions? Why do the potions and the enemies teleport every once in a while? You can imagine the craziest reasons to answer those questions, but you have to know these reasons, and believe in them.
Please don't take my comment too harshly, I'm just trying to help, 'cause I think you only miss that little bit to create a very good game!
Well done.
I really liked the menu and the typography you choose.
But mate that frustration when the potion pops out at 1mm in front of you... Maybe it would have been cool to make it Blink before it vanishes, just an idea :-)
Cheers
[EN] I believe that collision with the item could be facilitated (needing to go over it is complicated). Or at least add a collider using a key (Space for example) to get nearby potions. @.@ I'll try to play a few more times to see if I can finish/win (then I'll talk a little more).

[EN] I'll still play! Since I come to do a broader analysis ... I have a question before ... It would be possible not to have so many files in the first folder of the project, what would make it easier to find the right executable?

1 - Mecânicas, Aprendizado e Fluxo:
A mecânica é simples e fácil de aprender.
O fluxo de jogo inicia já no difícil.
A não possibilidade de coletar os objetos de curta distância (tendo sempre que passar por cima deles) acaba punindo um pouco.
O tempo para pegar as poções é curto, então foi bem difícil vencer o jogo.
Muito bom que tenha tela de título e menus.
As poções desaparecem muito rápido, hahahahahah. Seria interessante (talvez) colocar algum sinal visual que estão sumindo (tipo elas começarem a sofrer fade-out).
2 - Gráficos, Áudio e Narrativa:
Os gráficos analisados individualmente ficaram bons para o tempo de game jam (apenas as poções que poderiam ter sido trabalhadas de outra forma).
Ao analisar a composição geral: o chão, as poções e os personagens não combina muito entre si (mas isso não é muito problema para tempo de evento).
A música ficou boa, não me senti enjoado/irritado; ao meu ver é um loop bem aplicado.
A narrativa não é tão presente, sendo direta e simples: "pegue todas as poções para escapar do loop".
3 - Cultura:
Poções remetem à medievalidade (e épocas anteriores), especialmente colocadas nesses termos (caso fosse algum tipo de remédio ou "kit de saúde" seria outra a visão do todo).
O personagem principal me pareceu remeter a esportistas da atualidade, não sei se essa era a intenção.
4 - Monetização:
Suponho que com obstáculos (paredes) o jogo poderia ter diversos estágios e novas mecânicas.
Com os devidos polimentos e forte expansão do conteúdo o jogo poderia vender em stores como itch.io.
**[EN] Analysis...**
1 - Mechanics, Learning and Flow:
The mechanics are simple and easy to learn.
The flow of the game starts in the difficult.
Failure to collect objects from a short distance (always having to go over them) ends up punishing a little.
The time to get the potions is short, so it was very difficult to win the game.
Very good that it has title screen and menus.
The potions disappear very quickly, hahahahahah. It would be interesting (maybe) to put some visual signal that is disappearing (like they start to fade out).
2 - Graphics, Audio and Narrative:
The graphs analyzed individually were good for the game jam time (only the potions that could have been worked otherwise).
When analyzing the general composition: the ground, the potions and the characters do not mix very well with each other (but this is not a problem for event time).
The music was good, I didn't feel sick / irritated; in my view it is a well applied loop.
The narrative is not so present, being direct and simple: "take all the potions to escape the loop".
3 - Culture:
Potions refer to medievality (and earlier times), especially put in these terms (if it were some kind of medicine or "health kit" the whole view would be different).
The main character seemed to refer to sportspeople today, I don't know if that was the intention.
4 - Monetization:
I suppose with obstacles (walls) the game could have several stages and new mechanics.
With the proper polishing and strong expansion of the content the game could sell in stores like itch.io.
But it works without issues, and the challenge feels balanced enough.