Loopopera by torte478
Loopopera
A story about a limited space inside. Is it a weakness or a strong ally?

The game contains elements of horror.
The game does not contain screamers.
Controls
- A / D / Left / Right — movement
- W / Up — jump
| Link | https://github.com/torte478/gameJams/tree/ludum-dare-54/loopopera |
| HTML5 | https://torte478.itch.io/loopopera |
| Original URL | https://ldjam.com/events/ludum-dare/54/loopopera |
Ratings
| Overall | 116th | 3.786⭐ | 30🧑⚖️ |
| Fun | 250th | 3.196⭐ | 30🧑⚖️ |
| Innovation | 131th | 3.611⭐ | 29🧑⚖️ |
| Theme | 164th | 3.741⭐ | 29🧑⚖️ |
| Graphics | 164th | 3.554⭐ | 30🧑⚖️ |
| Audio | 73th | 3.714⭐ | 30🧑⚖️ |
| Humor | 228th | 2.3⭐ | 27🧑⚖️ |
| Mood | 5th | 4.393⭐ | 30🧑⚖️ |
| Given | 33🗳️ | 34🗨️ |
It's a game that keeps on giving, so far one of my favorite pieces of the jam.
The theme, absent at first, is quickly revealed in a wonderful way.
Then the background slowly changing, and some new art elements...
Unfortunately, I believe I encountered a bug that prevents me from going forward.
After dying, I got reincarned in a light bubble which does not respond to any known command.
I hope you still have time for a quick fix!
I jumped out after the third orb with the maze underground. The penalty for missing a jump is pretty high, it would be cool if it was not just walking but you have something other to do for the way. I really liked how the music and environment changed! Good job!
Really shocking was that there where dead ends - the first time I was really afraid to be stuck, but then I died and respawned... :-)
Got stucked in my first run.
Neat level design and arty graphic style! Loved the horror, the hunt, the ending... Great entry!
Good music. Weak SFX but they still do the trick.
4/5
I think it conveys the feeling of being stuck, of your thoughts wandering in circles without any hope of breaking out of the loop. Unless you change your perspective and see the world from a different direction.
I don't really have any criticism, I loved the game! Great job making it!
Technically, the level of the game is a looped limited space. The only way to complete the game is to use that level design feature.
In addition, there is a philosophical subtext here, but this is already a spoiler =)
Very nice entry overall. GG.
Well done! Take your candy! :candy:
Nice jam!
Some minor notes of critical feedback: I think the player might walk a bit too slow? For instance, once you see the glowy orb on the outside of the building over the right exit, I know exactly what I need to do, but the pace of the player slowly walking all the way around the map *twice* to deliver it to the hand... it felt artificially slow. I can share a similar note on the underground "maze" section where you blindly pick a path. It would be neat if you could've possibly known the route through the "maze" before your first time in it. Perhaps having a faded map on the wall, or some other small detail for some curious players to notice. Anyway, I took the top path first.
Back to the positives, can we talk about that chase sequence?! Oh wow. The hands popping out and all that! Keep in mind, from the player's perspective this game hasn't had any "death mechanics" introduced so far, so I have no idea what the consequences are for having one of the hands reach me. You did an incredible job setting up the "all or nothing" stress in the climax. Bravo! (and I proceeded to immediately die to the boss after escaping the underground. Good checkpoint placement!) I will say, after dying to the boss my immediate thought was "ah, try going left", which turned out to be the solution. I've had issues with intuitiveness in my game, and I'm curious to know how long it normally takes people to realize you need to run to the left.
Ah- and then the colorful ending. All around, great work!
Also @100th-coin I accidentally read your feedback lol and I totally also walked directly into the monster. But I feel like because you only have very limited options (go right or go left) and you can't go right, it's not that hard to figure out that you should go left. And getting immediate feedback when doing that (white sparkles). But ye I'm totally with you, it's really hard to guide player to not get stuck :')