Loopfield by MikoziQ

Loopfield (codename Circulize).
My first ever entry to Ludum Dare!
Tools used:
- Game Engine: Unity 2019 LTS,
- Graphics: Corel DRAW X7 Student edition,
- Music (Theme): Bosca Ceoil,
- SFX: bfxr
PS: My source code is so terrible I need a flamegewehr :sweat_smile:
Lore
Your spacecraft has been damaged during space dogfight and you're drifting for asteroid belt. Your fighter reactor can only support plasma shielding, however it is unstable. Your shielding decreases it's radius every second before reactor can pulsate again in it's looping phase. Will you survive until the fleet found you?
How to play
Point at any targets with your shield (mouse) to disintegrate them.
- Look out for Red blocks, as they can damage your aircraft.
- Green diamond Health Block regenerates health of your aircraft
Blue triangle buff blocks makes your reactor reimpulse and regenerate full shielding.
Your shielding decrease radius every second for 60 seconds (timer below ship). After that, it regenerates.
You can destroy those block with your shields as well, but you will get less points for doing so, and no bonuses of course.
Objective
Survive as long as possible (Around 5 minutes!), until Fleet(R) can find you.
Good luck!

UPDATE 11.10.2020 Changelog / Roadmap request (For Post LD Rework!)

| Youtube | https://github.com/mkpietrzyk/Loopfield |
| Youtube | https://mkpietrzyk.itch.io/loopfield |
| Youtube | https://mkpietrzyk.itch.io/loopfield |
| Youtube | https://mkpietrzyk.itch.io/loopfield |
| Youtube | https://mkpietrzyk.itch.io/loopfield |
| Original URL | https://ldjam.com/events/ludum-dare/47/loopfield |
Ratings
| Overall | 256th | 3.506⭐ | 160🧑⚖️ |
| Fun | 221th | 3.478⭐ | 160🧑⚖️ |
| Innovation | 271th | 3.387⭐ | 161🧑⚖️ |
| Theme | 350th | 3.497⭐ | 161🧑⚖️ |
| Graphics | 279th | 3.494⭐ | 161🧑⚖️ |
| Audio | 340th | 2.961⭐ | 155🧑⚖️ |
| Humor | 409th | 2.123⭐ | 116🧑⚖️ |
| Mood | 326th | 3.108⭐ | 141🧑⚖️ |
| Given | 146🗳️ | 215🗨️ |
I like the idea you had for it! The art and sound are pretty good too.
The speed of some of the things is a bit odd.
# To get this working on Mac #
I just had to run this command:
`chmod +x loopfieldMacOS.app/Contents/MacOS/*`
and then it worked like a charm.
### Filesize Quirk ###
There was only one weird thing: It decompresses from 33MB zipped to 994.7MB for some reason.
While worth fixing that decompression thing is not a big deal (for me anyway) and in case it helps I ran some Disk Inventory X (fantastic program btw) and most of that space is taken up by one file:
`loopfieldMacOS.app/Contents/Resources/Data/sharedassets0.assets.resS`
### Normal Mac Gatekeeper Workaround ###
Just like with every other game like this on MacOSX I had to do the usual: rightclick->open->open to get around the MacOS Gatekeeper.
None of that is a big deal because this is a fun game and nice work especially for just 48hrs!
What a simple but useful idea.Good!
@mark-kelly That was my initial idea. However, due to my current barrier timing limitations, I decided to leave it and finish the mechanic. As one commenter ( @namidasai ) mentioned, that gives actually gameplay options when you can regenerate full shielding but you're low on health and see health block approaching. It's a tradeoff :)
@indivicivet The difficulty spike is randomized unfortunately, I will express it in Post LD game definitely. Same goes with more points gain with less shield :) Oh no, you almost finished the game and you quit :( Sad times.
@retrospecter Thanks, the concept of regenerating shield whenever is good concept, however I wanted to give player as little control as possible to focus on incoming projectiles. May think about it in post LD though!
@worblir Sfx is something I got feedback from other people as well. Thinking about 'fixing' it now but don't know whether that's a fix to bug or a feature :sweat_smile:
@nerdytopic Thanks for playing! Ah yes, another boolean to add haha. Will fix that :)
@anomay @clemonades @shan-hsgames @ribout-horace @bereg @roolow @elysiagriffin @dharby @johnwayyyne and others, thanks for playing and enjoy Ludum Dare!
@ctiss Thank you! I will actually attempt that :) Or maybe even make it playble using pad. Appreciate the feedback!
@vivien-fargette There's a 'good ending' - just survive for about 5 minutes :sweat_smile:
Fun to play and smoothly executed.
Menu music fits the genre and moving stars make a nice effect.
Fun mechanics too. Makes me think of reverse basketball lol
Boy those superfast asteroids! At times I would react to superfast powerups and just destroy them by reflex haha. That was fun!
Gets repetive after a while, but really original idea, and fun to play. I said it before and I'll say it again: I love well executed simple graphics. Good job!
What you could change a bit:

1) This huge block of text, a few bullet points would probably fit better
and 2) the speed of the power-ups, they seem to be the fastest by default and are often very hard to catch
Keep up the good work!
It would be the icing on the cake if it had a ranking system. Without the ranking, there is not much motivation to keep playing and break the record. But as a simple and short experience, it's great!
- larger font on the 'how to play' menu
- some background music for the actual game, not just main menu
- it might be beneficial to have a narrower range of projectile speeds, the fastest ones felt a little unfair and like blocking was mostly luck as opposed to reacting in time
- I noticed there did not seem to be any projectile from directly above or below. Think it would be good to add for variety sake but also because more spawn points helps spread things out. Having projectiles only from the left or right essentially guarantees you have to take damage once your shield is less than 2/3
Like others mention, larger font for the tutorial. More enemy types for challenge since when you used to it, the game offer no more to play it.
Yeah, the music should be in the main play scene, not the menu. You wasted it.
Anyway, congratz on your first entry. Really well done
https://www.twitch.tv/videos/765076622
Thanks for submitting your game!
All in all, very good entry. Good scope, rather ingenious game play loop and a good execution in general. Congrats!
I agree with the sentiment expressed by some other commenters - tutorial should have a larger font. And you probably could just display lore at the beginning as a "cutscene" (just display it once, when the game is first run) and make your tutorial in few points - no need to be so verbose there.
The graphics is rather simple but informative, so it gets the job done :grin:
Sounds are too repetitive though, they could have used some variation, they become annoying rather quickly.
Graphic style is neat, not crazy but very well executed, me like!
I wanted to shoot things though, a little frustrating, and some phases were just waiting for the asteroids to come.
I wouldn't replay it though
Also, work a little more on the presentation of your page maybe, make titles in higher font, bullet points, quicker elevator pitch, stuff like that ^^
Congrats for this entry !

The fastest asteroids and pickups were too much for my reflexes at least. I mean I were just on the edge of managing to block them but no way I got to actually decipher the color before that. I think it was quite a good move to not have the things spawn from top and bottom because then you'd have even less time to react. On the other hand it made half of the play time mind numbingly boring since you could just keep your cursor just above the ship and be completely safe from everything, only just keeping an eye out of pickups. Probably might have been better to just lock the aspect ratio to square and allow spawning on any edges. Obviously that would require either zooming back a bit or slowing down the projectiles.
The scoring is bit of a miss here. At its current state, it is quite pointless since it's almost like just a timer. And speaking of which, a timer to the rescue arrival would have been nice. And definitely could have made the difficulty ramp up towards the end to up the action just before the release. The scoring could be spiced up with a multiplier system. Could for example increase the multiplier on each destroyed asteroid and reset when getting hit. Maybe the timed reset of shield could reset the multiplier too so you'd want to manage your shield more manually. The come up with some scoring thing on powerup destroying too, kinda something like risk vs reward.
It was kinda weird how the powerups came closely togerher in groups of three. I mean it was kinda a good thing and kinda not. Grabbing a shield for example made it impossible for you to grab some health right afterwards and obviously wouldn't even need another shield. I do like the double edged sword thing you got going on in shield replenishing though. Kinda made you have to think and sometimes actually skip getting them when you had like 75% shield already in favour of maybe getting some health ones.
The look was pretty good! The color palette was mostly pleasant to look at (the asteroids felt a bit dirty looking compared to anything else). The destroying effects looked nice but would have just wanted to see a lot more. And they looked awkward when going fast speed and ending up inside (and under) the shield. Should have added the effect on the actual collision position instead of where the asteroid body would have ended up in. Giving the asteroids some size variation would be cool too and make it look less repetitive.
The shield filling visuals were kinda glitched too, it did like some weird 90 degree turn before actually going full. And I feel like the shield timer was completely pointless, the circle was already more than enough. The health bar could have also had either a frame/border or a background. Now it was quite hard to estimate how much health you actually had.
The sound effects weren't really anything to write home about. Kinda repetitive too because there was no variation. Especially with the lack of music. Why have the music play only on the menu scene? And the getting hit sound was very bland and seemed insignificant. Even though it should be the scariest thing in the game really! So the sound effect for it should pack a mean punch and be accompanied with some flashy visuals too.
Anyways, good job! And congrats on your first (and successful too) Ludum Dare entry! :thumbsup:
As for suggestions, I think allowing keyboard controls can bring more of the old-style arcade feel into it. The mouse just doesn't provide the same kind of feedback as mechanical keyboards most gamers have these days.
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767474154?t=3h02m59s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Every single piece of debris you defend against feels like a victory, and every piece you let through feels like immense failure. The cringe experienced when accidently blocking off useful upgrades does also just really feel organic (so you're always giving yourself the blame and not the game).
Great entry, especially for a first, especially for a Compo!

My one nitpick is that there wasn't any pitch variation on the asteroid shielded sound effects. Having pitch variation helps diversify the sound. Here is a good example of how it helps:
- https://youtu.be/pmSAG51BybY?t=746 (start at 12:26)
Overall, great work! Especially for a first jam! Looking forward to seeing what you make in the future!
Maybe, it's a bit repetitive (it's an arcade game ^^) but it match completly with the theme!
Good job for this entry
Only thing missing is some form of tangible progress (just more points does not feel very rewarding).
Very nice entry.
I like the sound effects and menu music, but was missing some in-game music.
Strong suit is that it's so accessible and easy to control that it required zero tutorial.
Good job!
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##Thank you!
Glad you guys enjoyed :) It's very uplifting as I want to continue my hobby and seeing that my work makes people happy and hooked cannot be more heartwarming and motivating! I have taken a lot of feedback from all of you and others so you can check my changelog request I've added! There will be more coming changelog requests and I will make a devlog out of it either on Twitch or YT if possible after LD ends :)
@n8dev Probably the font is one of the lower priority changes, but I will keep that in mind! As some of the people respond to pitch difference, I will definitely make it so! Thank you for checking out :)
@cakii23 Thank you! This is indeed my first 'completed' game. I have started learning unity by the end of 2019 :)
@games-by-tom Thank you :) I will be making a complete overhaul to the tutorial (more graphic-wise, less wall of text). You can check my Changelog request I edited in to this page!
@renge Thank you! I have a bit other plans regarding the shield, you can check my changelog request!
@eduardo-yukio Thank you for playing! Rankings is something I intend to add in the future. Possible next changelog request :)
@brorenata Thank you for playing and for the feedback! I have tossed some of the points you mentioned into changelog request I will be attempting to make after LD :)
@tricky-fat-cat Thanks! I may introduce more linear RNGesus spikes later on!
@scidev Thank you for playing and yes, I am going to completely overhaul the barrier system as the current one was proof-of-concept :)
@duke You almost made it to the end! I should have mentioned about the times I didn't display unfortunately... but I will introduce it in different game modes (arcade / survival) :) Thank you for playing and for feedback!
@kaldrin Noted and edited :) Thank you for playing and for feedback!
@jitspoe first you need a shotgun :D Thank you for the feedback!
@antti-haavikko OH my god that is a wall of feedback. There's a lot of improvements I decided to put in to the changelog request based on your feedback as well as the others. Definitely separate game modes (highscore arcade vs fleet survival timer), refactor RNG (every spawn is RNG with specific weight of % of spawning chance basically), different sizes of asteroids with different hit damage values, quite possibly other enemy variations (gas clouds, electromagnetic charges etc) as well as complete overhaul of shielding as it's clunky but it was basically a proof-of-concept. Thank you for insigthful feedback!
@sharkwithlasers OH MY GOD I need to watch more of those. Thank you so much for that piece of advice and thank you for playing and giving feedback! :)
@seurimas Thank you! I tried exactly to scope it down do Compo (gameplay.zip.rar.zip + simplicity). I will consider making changes to the shielding system and spawners :) Thank you again for playing and feedback!
@darenn Thank you! I will keep widescreen, but I will introduce better spawning system and overhaul to shield's mechanics to make it more approachable :)
The instructions were confusing, but despite the seemingly repeated requests for a bette tutorial it took me literal seconds to comprehend everything I had to do - avoid asteroids, collect powerups. There is beauty in how simple it is, though as we spoke about in stream the timer mechanic does throw into question the efficacy and irregularity of the difficulty curve.
Relatedly, the biggest flaw with the gameplay was certainly the randomness of the asteroid's appearance and the frequent appearance of impossible onslaughts of them simultaneously from all directions - this would certainly need to be fixed in future versions and may not be super easy, but once you have a syste mdown I think you'll find iterating on it much easier.
The menu music was nice and I kind of wisiehd it kept playing as we went through. The background was nice and I loved the glowiness to all of the sprites - it helps add character and a charm to the simple graphics and grants it a pleasing aesthetic. I think you could take more advantage of it if you extend the game.
But the again there is little more to say, your requested changelog clearly shows you've a clear handle on things and know where you're going from here. Best of luck with moving forwards with this and all of your other proejcts and congratulations for completing your first game.