LoopHole by PixelMoose Studio

This is a bullet hell roglelike about a hunter whom gets stuck in a cave.
Controlls
W.A.S.D to move, left mouse click to dash/dodge, P to pause, M to stop/play musik.
How it work
This game takes only consist of one lvl in the shape of a Loop. Your goal is to loop this loop 10 times to complete the game. Every new loop the enemies respawn att their corpse and they becomes stronger and grater in number. Your are equiped with a shotgun wich shoots in the end off a timed loop. You are also equiped with a dash/dodge wich when used you are immune to enemy bullets.
Att the end/start off every loop you get a chest with +1 ammo and full health and your old shotgun shells become ammo again.
Tips: Remember your actions one loop have an inpact on the next and You cant fight all the enemies just dodge and RUN!
Good luck!
Notes
Lower end systems might have preformance issues.
Buggs:
(All these bugs seems to be inharent in the program used to creat this game) Mouse coursor is visible, game increases speed by it self for unknown reasons.
Everthing in this game was made in flowlab by Måns Smedberg aka PixelMoose Studio.
Music was made by Måns Smedberg/ PixelMoose Studio
Check out more stuff on https://www.instagram.com/pixelmoose_studio/
| Youtube | https://pixelmoose-studio.itch.io/loophole |
| Original URL | https://ldjam.com/events/ludum-dare/47/loophole |
Ratings
| Overall | 615th | 3.625⭐ | 50🧑⚖️ |
| Fun | 602th | 3.5⭐ | 51🧑⚖️ |
| Innovation | 872th | 3.276⭐ | 51🧑⚖️ |
| Theme | 591th | 3.81⭐ | 52🧑⚖️ |
| Graphics | 559th | 3.84⭐ | 52🧑⚖️ |
| Humor | 663th | 2.87⭐ | 48🧑⚖️ |
| Mood | 760th | 3.429⭐ | 51🧑⚖️ |
| Given | 58🗳️ | 72🗨️ |
Beside that, it looks cool, it's fully qualified mini game! I didn't finish it though.
Nice entry!
My one request for the game is being able to hit multiple enemies with a single shot!
Moving to the right spot to line up enemies just before the shot would add a nice layer of depth. It would also create an interesting decision where sometimes you'd want to ignore enemies to save ammo and time, only to try and kill several enemies together in the next loop. That would be a nice player-driven risk-reward dynamic.
multikills wich would not unly be fun but also a great game mechanic where skill is encouraged
separate it from similar games and bring some more depth to the game where you would learn to time your shots and also forcing you to move forward, punishing slow players with the hazard off having a empty gun for the rest off the loop. In hindsight i could probably have gone about that mechanic in some smarter way. Thanks for the notes
I think the gun on autofire was a great idea. It forced me to occasionally deviate from my route just to optimize my attack. A standard twinstick shooter is kinda boring imo, since it's been done so much and there's not much depth to the gameplay.
For a similar example to your shooting mechanic, see Archero. It has "stop in place to fire", so now you have a tradeoff between dodging vs dps. Against an enemy that fires a lot, that's a very daunting thing to manage, and one that's more interesting to me than circle strafing while firing willynilly.
I really liked that the speed picked up, it came in at a good time when I had thought "uh oh, don't know if I can do 10 loops of this." so great timing there. I did eventually die immediately to a multi-shot which was a bummer. I mistakenly assumed I would have invincibility after getting hit haha.
Very solid game, great ideas overall!
invincible around a sec after getting hit so you could not be damaged multiple times at once, but i forgot to implement that mechanic :sweat_smile:
:purple_heart: :dart: :frog:
The first two loops are little boring, but after that the game become more chalenging and stressfull.
I really enjoyed play it ( I lost at 7nd loop :cry: ).
Everything is polish, easy to understant the game mechanic, specially with the tutorial.
Amazing game :thumbsup:
PS : I love the music !
shotgun auto fire would add some depth because you need to constantly be moving forward so you dont risk having to finnsih a loop without ammo. Thinking about it later mabe having the shootgun on a "loop" wasn't my gratest idea :shrug:
Also, I would add the 'loading' circle for the bullet cooldown on the cursor, not on the bottom right corner.
This is definitely one of my favorites by far. You took the theme and incorporated the mechanics just flawlessly. If I really had to nitpick for anything wrong, I saw my mouse cursor when playing the game and there were some grammatical issues, but that's it.
This was just so wonderfully executed I'm so impressed. Well done!
thanks for putting me on the blog :blush: