Ghost in the LOOP by sankacoffee51

[raw]
made by sankacoffee51 for Ludum Dare 47 (JAM)

You're a ghost trapped in the limbo... Defeat foes and collect their bones whithin the loop cycle... The gravedigger sells upgrades after the timer ends but watch out, difficulty increase for each loop! Fight your way out! (Hint: There isn't any...)

WASD: Movement, Left clic: Melee attack, Right clic: Projectile attack, Shift: Dash, Q: Potion.

Sans titre.png

Dev: Sankacoffee51/Galrosh, Art: Togepi/La Goule. Made with Unity

Ratings

Overall 1554th 2.763⭐ 21🧑‍⚖️
Fun 1567th 2.421⭐ 21🧑‍⚖️
Innovation 1641th 2.105⭐ 21🧑‍⚖️
Theme 1594th 2.447⭐ 21🧑‍⚖️
Graphics 900th 3.447⭐ 21🧑‍⚖️
Humor 1088th 2.25⭐ 20🧑‍⚖️
Mood 1429th 2.579⭐ 21🧑‍⚖️
Given 29🗳️ 3🗨️

Feedback

05. Oct 2020 · 22:07 UTC
Amazing game!
Aran Ink
05. Oct 2020 · 23:40 UTC
Hard to tell whether I was doing something wrong, but I couldn't actually figure out how to attack effectively. Without sound effects and the animation resetting, it wasn't clear how I was supposed to be interacting with enemies.
Game Endeavor
05. Oct 2020 · 23:59 UTC
Howdy! Good job on the game. :) I really like the painting style background art, and you can tell that a lot of work has been put into this.

The player's hitbox (or enemy hurtbox) is way too large. I was taking damage despite having at least a character width or two distance from them.

It's hard to tell that I'm attacking, I had to come back to this page to see that left clicking did a melee attack. This is probably because there's no swooshing animation, or bluring. The player just moves their arm a bit and it's a little confusing.

The camera lags behind the player a lot. I can nearly make it to the edge of the screen with the player, when ideally you want to be showing as much of the world in front of the player as possible, since that's where they're trying to go. They usually want to see more of what's in front of them.

And I get the sense that the flaming skulls were supposed to look as though they were floating. You can sell this better by putting shadows under them. It grounds them in the world. You should do this with any character in a top-down environment, but especially if you want them to look like they're floating.
pandepic
06. Oct 2020 · 00:02 UTC
After a couple of rounds the enemies and bones just stopped spawning so I couldn't really keep playing.
Wolfier
06. Oct 2020 · 00:06 UTC
I don't know what you know about so i'll say everything I saw.

I'm pretty sure i was getting hit by nothing since I would walk in a direction and then I would bounce back and flash red when nothing was there. I don't know what was causing it

I saw enemies getting stuck on things and jittering as a result. I would recommend removing their world collision and removing their attack while they are in the walls.

You should add a damage animation to enemies, or an effect if they can't get hurt that tells us that. Since there was a few times I hit an enemy and nothing happened.

Also I agree with the above comment as well
🎤 sankacoffee51
06. Oct 2020 · 09:25 UTC
Thanks for your suggestions and reviews!
A shadow below the floating mobs should do the trick just fine.
We wanted to add a damage animation to ennemies and sound, but we were short on time.
We saw that there is a bug present that stops the spawning of mobs after a few rounds, we should correct it.
We saw a few glitches with the camera as we exported the build, in Unity it worked fine.
A litte bit of testing and debugging is needed to fine tune hitboxes and the shop price, but sadly we were stopped short of this work.
Trexxak
06. Oct 2020 · 13:11 UTC
I appreciate the handdrawn map and assets a LOT! :D

Other than that, the major problem is indeed the combat feeling not very impactful/ precise.
Nolife_M
07. Oct 2020 · 18:19 UTC
Have no idea why cant I punch, skills works.
🎤 sankacoffee51
07. Oct 2020 · 18:52 UTC
The punches actually work, but they do not do a lot of damage and you have no way of seeing the damage apply unfortunatly, we'll do better next time.

Thank you all for testing this game!
exofrenon
11. Oct 2020 · 16:03 UTC
Interesting art style, the ink-like cell shading reminds me of Don't Starve and it is definitely the highlight of the game. I can see what you went for, but the combat needs some work. Collisions feel off, there is no feeling of impact (visual or audial) when landing a hit or getting hit, and the melee attack was either buggy or missing an animation. There is also a lack of enemy variety, but you probably didn't have time for that, which is understandable.

Other than that, if the combat is fixed and the game is balanced, I can see the core gameplay loop becoming addictive.
Blue Pin Studio
15. Oct 2020 · 00:11 UTC
Couldn't really tell what was going on in this one, it didn't seem like my attacks were doing anything and the animation that played didn't seem to match with the hitbox. After a couple of rounds the enemies and bones stopped spawning as well so I couldn't proceed.
Hawkin
18. Oct 2020 · 02:07 UTC
I won't repeat critique that others have said, but I really liked the artwork. The main character design was awesome. In fact, all the digital art for the world had a great style. Maybe next time you can scale them all appropriately when you paint them so that the environment doesn't turn out too scaled up and pixelated/blurry.

![Capture.PNG](///raw/319/53/z/3a403.png)

See how much more crisp the character is than the tree? If they were both drawn at the same resolution at scale, then it would all be equally crisp. I can't pretend I know enough about creating art for a game to tell you how to do that, though :)
gamescodedogs
22. Oct 2020 · 11:05 UTC
Pretty cool art-style :)
TheCrittersCove
27. Oct 2020 · 19:52 UTC
The art style is really nice. The animation and movement felt smooth too. Unfortuantely the combat is lacking in feedback to really know what's going on. I also couldn't seem to gather enough bones to buy anything after the initial purchase. I could only get 2-4 in a round. Were the enemies suppose to drop some too or something?

Really nice job on the art, but the gameplay could use some further work.