Knights of the Holy Loop by RenD

🎮 PLAY (WEB)
A rogue-like adventure game about fellow guys stuck in a cursed loop!
Build your team and change their position to create interesting combos. Know your enemies and prepare wisely, or your journey is not going to last long...
Every runs are different, everything is generated procedurally.
You may experience some balancing issues, sorry for that. Thank you very much for your feedbacks!
CREDITS


| Youtube | https://oddly-shaped-pixels.itch.io/knights-of-the-holy-loop |
| Original URL | https://ldjam.com/events/ludum-dare/47/knight-of-the-holy-loop |
Ratings
| Overall | 99th | 4.129⭐ | 68🧑⚖️ |
| Fun | 200th | 3.917⭐ | 68🧑⚖️ |
| Innovation | 89th | 4.1⭐ | 67🧑⚖️ |
| Theme | 72th | 4.326⭐ | 68🧑⚖️ |
| Graphics | 109th | 4.394⭐ | 68🧑⚖️ |
| Audio | 202th | 3.892⭐ | 67🧑⚖️ |
| Humor | 428th | 3.221⭐ | 63🧑⚖️ |
| Mood | 269th | 3.906⭐ | 66🧑⚖️ |
| Given | 51🗳️ | 58🗨️ |
Go to **Edit Game** on the top left, then all the way in the bottom, under **Visibility & Access** set it to **Public**
Not sure if you have custom CSS enabled with your itch.io, but you could potentially set cursor: none !important on the unity canvas. Probably not essential
It did feel a bit heavy on randomness with not much strategy involved.
I kept getting stuck on maps with no boss encounter and having to restart.
THIS GAME IS AMAZING.
Great job and solid core for a roguelike rpg here!
Hail the loop knights! Impecable entry.
Also note that bard+bard after a healer make the game stuck for me.
Some critique: I ended up with enough gold to just buy everything every time I found the Wanderers. It might be cool if you can only have a set number of units in your loop to force you to make choices about who you take into battle.
I failed this game my first time through, but the second time, the first Boss got negative armor and I was hitting him for 55 damage per turn... Not sure if that was intentional.
I ended up getting to the third "floor" and it had no boss, so my run ended there.
Wrap this up with other stuff I like: The random map generation came out really nicely. The little touches like the custom cursor, the bobbing marker on the overworld, and the little watch-handle widget under your team as you fight --- they all came together to make a very polished end product. A great entry and one of the more interesting takes on the theme I've played so far. Very nice work :thumbsup:
We need to work on the balancing now, to assure a pleasant difficulty and experience througout the floors. Sorry for the boss bug, I'll take a look right now :)
I was surprised at the amount of systems in here; The level select thing, the party organizer, the amount of characters and enemies. I probably spent more time "playing" this game than any others just because I wanted to see how OP I could make my party (pretty damn OP lol)
Friendly criticism; I wish there was a little more strategy involved. My first run felt like I was just at the mercy of RNG (maybe thats the point). I got to the first boss and lost, and I'm not sure what I could have did better. The next run I got a bard and a cleric, which seems like THE "win". I guess it's like Solitaire, sometimes the deck is winnable, sometimes it's not?
Once I got enough money I didn't need to choose party-mates at the wanderers, I could just buy them all and stack my deck.
It would be awesome to have a fast-forward button, especially when the party gets larger. I think it would be really fun to just see it spin fast and just unload on enemies!
Overall a very nice game! A lot of potential!

We also wanted to add more strategy, we really like our concept and we will push it forward in that way :)
Growing your team is very addicting, and you did it in a way I've never seen before. It's a bit like a very light "programming" style game and you're programming the attacks you build up over time. Very cool. Speaking of programming loops, the while-loop character is so awesome once you get her :D
I ran into the same bug as the others. I reached the end on one playthrough and was forced to sit there.
Of all the games I've played so far, this is probably the most innovative, and also the one with the most untapped potential. You get the same feeling of strong power progression as you get from incremental games. Where would you have liked to take this game in the future?
We started with this simple idea of a looping team that you can re-order to creates combos. Because of the short development time, we lacked time to iterate and creates cool synergies between classes. The game lacks of strategy right now but we have a lot of ideas to push the concept forward :)
Be able to reorder your loop during a combat before monster's turn for example, being able to buy consummables usabled during a fight...
We are very excited with this game and we want to keep it up going!
Also, maybe in a future it would be nice to have the posibility to use the coins to upgrade the characters (like make each of them stronger or so).
Last thing, this happend while I was trying to sort all the characters:

* map does not offer choice, i always get symmetrical maps with the exact same tiles
* Runs are vastly different in easyness. On the first i got the shield guy and arrived with 15 hp at the boss, no chance to heal. The second run, i got the reverse girl, which felt 10x stronger.
* I'm not sure if there are combos, or what they do. On the boss the damage stacked up heavily, but only there - not sure why
* the boss gives so much money you can buy all heroes that will ever come
* unlimited amount of heroes circle - probably not intended
* the targetting is difficult as it resets with every hero
I only write this because i really like the game, it was really cool, fun experience nonetheless. Well done!

Overall really solid and unique entry. Good job
I do believe there is a lot of potential thought, so I do hope you'll continue working on it ! Keep ut the good work !
I think my criticism is the same as some others:
- The beginning can be very RNG and there's not really anything you can do about it.
- Some of the classes need some balance, the shaman is way overpowered and the scavanger is pretty useless as you already get way more gold than you can use.
- It would be good to have to plan strategically for each fight, maybe by drastically limiting the number of characters that can be in the loop, so you have to adjust and set up for each encounter.
However, in the context of a game jam the balance was more than good enough to demonstrate what you were going for and provide a fun experience. Really good job!
After a couple of worlds the fights start to get a bit long though and I couldn't figure out how most of the abilities complement each other, or was it just the couple of obvious one?
I really liked the game.
+ The theme is very well used
+ The finish is incredible
+ A pleasant little strategic notion
+ Cool monkey possibilities
- The synergy could have been pushed much further
- lack of balance
- The combat phase, which drags on, due to the lack of action.
it's a great project, and what was done on the time of a jam is really cool.
A very nice project.
Ps, I wanted to make a synergy between the character who gives the double action and the character who relaunches the loop and the game has planted

Also:
* Game difficulty does not increase very well (this is a jam issue of course)
* The combats can drag on too much, especially bosses. A simple fast forward button might solve this.
While my review can look negative I enjoyed your game alot. It is actually it one of the best games I played in this jam. A great complete game which I'm sure I'll draw inspiration from in my future games. Thank you for this entry.
I think this kind of game is hard to make for a game jam, because you put a lot of different characters in the game, which is nice, but at the same time the balancing becomes a big issue. When I first played it, I was never in danger of dying. It was very easy and the "mage" was really strong if he was buffed by the barde. The boss battles were not strategic. It was just a waiting game. Maybe you could reduce the size of the group, so you have to choose carefully between the characters.
Don't get me wrong, I really enjoyed playing that game. It was one of my favorite entries, but because I like it, I wanted to give you some feedback on improving the game. As I said, this kind of game is hard to do for a jam. I hope you will expand the game in the future. :)
Also it is prone to optimalization - I set up the best circle I thought possible and change it only when new heroes arrived. Maybe it would be worth trying allowing the player to change the circle between each round of battle, so that they could react better to boss's moves.
Is the game endless? I finished five worlds and am not sure whether to carry on, as I got more gold than I could ever spend and things started to drag a bit.
Still the first few levels, characters and discoveries were awesome! If you could keep that tempo, shorten the game or change things around a bit, it could be an impressive full game.
So basically my biggest problem with the game as it is and considering the jam character of it is that you just made it longer than it could be, which made the experience fade unnecesarilly.
But that cannot change the greatness of the idea and the execution as well, awesome artstyle, atmospheric music, juicy enough, both visual and sound effect are good. Great work!
Absolutely love it, even tho I've managed to get it stuck somehow :D
Everything works : Interpretation of the theme, sounds, graphics...
Very excellent to play (F.U.N!), very solid entry.
There is one more thing : You put a true ambience in your game, and it's not common for a LD entry
Great game all around, certainly might be worth exploring further, its a strong base you got there with much room for expansion. Winner right there!
I got stuck in a lopp trying to double Bard my archer and I was stuck on the second bard forever :D You can see it on my stream! Nontheless, the game is very polished. I love the execution and will definitely play the full title! Sign me in for beta! Job well done guys!
And indeed, we made some updates about a few things:
- Game breaking bugs (shaman + bard combined, black screen at floor 4)
- Balancing issues
- Fight music loop was broken
We should have made a changelog, sorry for that! We are not working on this version anymore and we plan to release a post-jam version.
I could believe it if you have a history of ignoring the game page for a few days after finishing - but hey, it actually turns out the only other submission from you (a game i enjoyed a ton too) had exactly the same thing: no available page on submission. Forgot this one too? https://ldjam.com/events/ludum-dare/42/tiny-kingdom-builder Do you still stick with the "hey, we forgot *again* to make our itch.io site public"?
@baumwollaugenjohannes not to defend them, because I don't know the truth behind it, but it is actually easy to not set your game in public on itch.io. It's actually not so intuitive and we almost did that for our own game, aswell as many of us, as I see some other games with the same problem. It's a common one
Better to not start a drama here, and better to give them credits for what they done with their game eh ? :)
the other half of the duo here. I let Flavien answered you the first time cause he has handled the whole submission/community management thing, but since you're being an ass over the poor guy, Im intervening.
Dont talk about Tiny Kingdom Builder, a game I made on my own 2 years ago when Flavien and I didnt even know each other, it has litterally nothing to do with it.
Go and do some games, go and build experiences for other players to enjoy, go and be creative, instead of wasting your time (and ours) over what I can only interpret as petty jealousy.
This pissing contest attitude is what's ruining the jamming scene, be better man.
Anyway, you are right in this being a waste of time. I've said what i wanted, i'm out. Good luck on the next jam, i hope you make a cool game (and don't try to bend the rules that time, or just be open about it). Have fun, really.
One thing I think is definitely missing, is the ability to speed up the game.
Other than that I really enjoyed this game.
I never managed to make my Unity games work with the full screen button on itch, do you know any resources that helped you or a secret setting to turn on ?
Had some minor issues playing in full screen and controlling the mouse clicks (I assume this is due to issues on my software/hardware end). The art style and music is very much to my liking, I would love to know what you made it with. Also how the music fits to the intro, fights, map... that's very well executed! Also the shaking screen and particle effects add to the melee experience... I could go on, but I'll simply come back to learn from what you made here :)