Loop Lock Malfunction by GuitarBro

:warning: WARNING! LOOP LOCK MALFUNCTION!
It's time to break out of the loop you're imprisoned in! Destroy all the enemies in the facility, collect powerups to assist you along the way, and get the maximum score you can!
What's you're best score? Leave it in the comments! :point_down:

Technologies Used
- Unity 2020.1
- Blender 2.83
- FL Studio 20
- Gimp
- Krita
- Nodewerk
- Substance Painter
- Substance Designer
- Inkscape

Changelog
1.0.2 - Fixed minimap not resetting properly - Fixed receiving damage from lasers earlier/later than intended
1.0.1 - Fixed lag spikes (and overall performance) in WebGL - Fixed pickups not getting cleaned up when the level resets
Ratings
| Overall | 314th | 3.882⭐ | 57🧑⚖️ |
| Fun | 263th | 3.827⭐ | 57🧑⚖️ |
| Innovation | 295th | 3.791⭐ | 57🧑⚖️ |
| Theme | 713th | 3.709⭐ | 57🧑⚖️ |
| Graphics | 112th | 4.391⭐ | 57🧑⚖️ |
| Audio | 187th | 3.909⭐ | 57🧑⚖️ |
| Mood | 413th | 3.75⭐ | 54🧑⚖️ |
| Given | 18🗳️ | 28🗨️ |
@matchaflavor Thanks! This LD was definitely our most graphically advanced entry to date. I'm glad you liked the controls too. We thought it came out very well.
@blumber We're glad you liked the graphics! The camera actually wasn't controllable for a while, just followed the player like it does if you don't move the mouse. It's mostly a style thing to let you see the player from other angles. Sorry you had a hard time with it though.
@supergamersgames Thanks! Yeah unfortunately WebGL has some stutter issues initially (think this might be browser-specific behavior) but they go away after a bit.
@rainyday2800 Glad you had fun! Bouncing off walls is a good suggestion as well.
\+ The intro had some Portal vibes to it (one of my favourite games ever).
\+ Scoring shown on the wheel.
\+ Polished
\- Mouse sensitity was a bit too high
\- Having to press Restart with enter when playing with mouse and WASD. Space or mouse button would have been nice.
I played the fixed WebGL version and it did run very smooth on my 2008 Mac pro. I had a few small lag spikes but not so it destroyed the game play.
What did you do to fix the lagspikes? I used 2020.1 too and I saw a few comments about "lagging sometimes" on my game.
By the way, enter key works for the restarting, though you're right space would be another logical choice.
We fixed the lag spikes by reducing cases where Unity would attempt to use GPU instancing (which is _supposed_ to make performance better :rolling_eyes: ). Apparently some browsers REALLY do not like it and cause massive spikes. So we merged a bunch of our meshes together and used LODGroups to cull far away objects to reduce the number of rendered objects overall.
Oh, and thanks for playing!
@elpadlos Glad you enjoyed it!
@hyblis Thanks for playing and I'm glad the mood was good. :sunglasses:
Either way, GOOD WORK
Tried the mouse looking off the break, wasn't helping my gameplay, so I stopped looking and just drove around with much better success. I think I would prefer a different camera angle, it was hard for me to keep track of where the enemy's where as I was moving about. Or maybe make turning based off the mouse move and just W/S for forward/back? There is some fast paced arcade action in there that I just cant master as is.
Great game. Well done.
I struggled with the combat but it was more due to how I tend to play games, taking it slow and methodical. This game really leans towards going fast to make the most of the slide mechanic.
My only criticism would be how sensitive the mouse is for controlling the camera. It makes it difficult to keep track of the action.
Although hitboxes could be a bit smaller, you achieved the feeling of speed and controll that this kind of game needs.
Amazing job.
@acuriosity Haha thanks for the _good_ feedback. :stuck_out_tongue: The camera tuning is definitely something that I'm not fully satisfied with, so I get where you're coming from. If we do something similar in the future we'll probably try some other values.
@eik0 Sorry to hear that, did you try a download? Those should work the best. But thanks for playing regardless.
@mackandrius Ah you noticed the music switch. Glad someone appreciated it. :wink: Thanks for the play.
@jammygunns Awesome to hear you could run it smoothly! Might make a patch with lower sensitivity since so many people are requesting it. (That's a bugfix, right?)
@flying-dog-fish Thanks for the kind words, sorry the controlling was a bit difficult. You kinda need to get into a rhythm or it can go downhill quite quickly.
@chispalbc Glad you got it to work eventually. Honestly the hitboxes really bother me too. The problem is that Unity's CharacterController only supports a capsule, which, as you can tell, is NOT the shape of the loop lol. We wanted to try and make some hybrid controller to have a more accurate hitbox but unfortunately we ran out of time. :disappointed: Thanks for playing though!
Thanks for submitting your game!
I think moving the camera with the mouse was not necessary. The camera could get some love with some lerp when you turn the player.
Pretty graphics, nice movements and an original concept! Solid entry
@marc-antoine-girard Thank you! Would you believe that was our original intention with the rooms but it got cut due to time? :stuck_out_tongue:
@ryan-paton Glad you had fun even if it was a bit difficult!
@grizeldi Thanks, though honestly you're probably better off just ignoring the mouse controls. We probably should have just left it out instead of giving people the option.
@nsadie Thanks! Glad you liked it.
@dans17 Appreciate the feedback! Definitely agree on the points thing. We had originally planned on there being many more ways of getting points but they got cut due to time. The max health pickup giving health too is also a good idea. Thanks for playing!