Loop Industries by Simone
Hi everyone!
Once again it was a wild ride :)
I had a lot of fun making this, hopefully you will have some in playing it.
Still some issues with the illumination, but we are getting there!

WASD/arrows to move.
Space bar to use the superpower
Mouse to click a couple menus.
Tools used:
Unity
Blender
Bfxr
cgMusic
Gimp
| Youtube | https://cicciobiliccio.itch.io/loop-industries |
| Youtube | https://cicciobiliccio.itch.io/loop-industries |
| Original URL | https://ldjam.com/events/ludum-dare/47/loop-industries |
Ratings
| Overall | 306th | 3.439⭐ | 35🧑⚖️ |
| Fun | 327th | 3.242⭐ | 35🧑⚖️ |
| Innovation | 505th | 2.803⭐ | 35🧑⚖️ |
| Theme | 568th | 2.682⭐ | 35🧑⚖️ |
| Graphics | 140th | 3.833⭐ | 35🧑⚖️ |
| Audio | 189th | 3.394⭐ | 35🧑⚖️ |
| Humor | 51th | 3.726⭐ | 33🧑⚖️ |
| Mood | 342th | 3.078⭐ | 34🧑⚖️ |
| Given | 40🗳️ | 25🗨️ |
I wish it was longer and a little more challenging though. Good job
Indeed it was hard to decide what kind of movement to implement: strife would make the experience more smooth, but then turning the camera and aiming was going to be harder (maybe a solid isometric-like point of view, with shorter walls could have been the solution)
It is in fact very short :( In Italy we say that the blanket is always the same and if you pull it on one side (better visuals and models), then you will leave something uncovered (like the game lenght or a better movement/camera controls).
Really great work on the UX, the menus, the room labels, the readability of the screen were all great design choices.
While the systems feel fairly solid, I would try to add a little more feedback to things like taking damage, the portal opening, and the crystals destroying at the end. If someone shoots a glass window in an action movie, you want to see the glass shatter into a million pieces, not just disappear.
it would be nice if there would be a web version
Covering your quality/quantity question I do feel you could spend less time on the level this size and npc models that player sees only for about 20 seconds (and the boss model is just covered by a dialog whole time). You could invest more in core gameplay and game feel, like adding more variety to the battle system, enemies and polishing camera, user controls -- features that players sees the most, which makes them important.
I had fun reading the notes though :smile:
Here is my playthrough:
https://youtu.be/s8cQuU_6eKg
- It has a story start & end and both feeling rewarding
- Everything working smoothly, including level design and sound
- Models are cute and overall the game is very well done for the limited amount of time
I can agree with @icxon that there is a way to slightly optimize work to have a better result, but overall I like it :) The only problem I see that it's barely using the theme.
The core game play was pretty basic but worked as a prototype. The level was hinting at something larger than the game actually was in the end, but I appreciated the humor a lot :) The nonchalant atmosphere fit the art style well. In my first blind round, I had no idea, what to do. I ran into the monsters and didn't know if they did damage me or not. There was no feedback at all. It wasn't after I died in the last room until I saw, that I had lives in the top left corner. After respawning, I also saw that you start with 3 and so my question, if the monsters that followed me, would do damage answered itself. Equipped with this newly acquired knowledge, I went on once more! I didn't know I could attack until the I was in the last room again. I don't know if that info was hidden somewhere in the game, but knowing it beforehand would've been nice. After that, it was easy-peasy to win.
All in all, it was good, that the game was so short because i don't think that it would've grabbed me much longer since the game play mechanics were so bare bones. There was also some issues with the sound mixing. The explosion was SUPER load while everything else was kinda quiet. Still, a good little entry you got going here :) The level design and general aesthetics were the best part in my opinion. It could use some more satisfying game play mechanics though. Just shooting loops at some random red blobs won't cut it for more than a minute of game play! Keep it up!