Ghost in the LOOP by sankacoffee51
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.

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🗨️ |
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.
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
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.
Other than that, the major problem is indeed the combat feeling not very impactful/ precise.
Thank you all for testing this game!
Other than that, if the combat is fixed and the game is balanced, I can see the core gameplay loop becoming addictive.

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