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A jam submission

Loop RangerView game page

Homage to a childhood favourite of mine, Pokemon Ranger - GMTK2025 Submission
Submitted by woeishuen — 1 hour, 20 minutes before the deadline
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Loop Ranger's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#30173.1303.130
Creativity#30843.4633.463
Audio#41142.7222.722
Artwork#45492.8522.852
Narrative#58651.9441.944

Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Draw loops around the enemy to deal damage

(Optional) Please credit all assets you've used
Music:
* https://www.gamedevmarket.net/asset/big-multi-genre-music-collection
* https://www.gamedevmarket.net/asset/casual-games-music-pack

SFX:
* https://www.gamedevmarket.net/asset/2000-game-sound-effects
* https://www.gamedevmarket.net/asset/pro-sound-collection

VFX:
* https://www.gamedevmarket.net/asset/super-pixel-fantasy-fx-pack-2-pixel-art-effect-animations

Font:
* https://www.dafont.com/delicious.font

SVG Art:
* https://www.freepik.com/free-vector/detailed-beautiful-spring-flower-set_12239791.htm#fromView=search&page=1&position=39&uuid=8c284899-ca79-4ee0-a39c-15b7e9438d89&query=Flower+Svg
* https://www.freepik.com/free-vector/hand-drawn-koi-fish-illustration_29790886.htm#fromView=search&page=1&position=25&uuid=78810142-38b3-4673-af97-7b0fc656d37a&query=Goldfish+Svg

Shaders:
* https://godotshaders.com/shader/burn-dissolve/
* https://godotshaders.com/shader/various-canvas-outlines/

All other art done by myself in Inkscape.

(Optional) What would you like to be called if GMTK features your game?
woeishuen (pronounced way shu-en)

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Comments

Viewing comments 40 to 21 of 41 · Next page · Previous page · First page · Last page
Submitted(+1)

This one feels nicer than most of the "draw the loop" games I've played from this jam. But it does run into two of the same issues that I've run across in them: The repetitive nature of it really puts a strain on you (and I'm someone who uses a mouse A LOT) and the hitboxes are just not fun. As a design, it's a good idea that can be expanded in some neat ways, just with a lot easier onramp to the concept.

Developer

Thanks for the feedback, I agree! Not entirely sold on the core controls on PC, and probably not going to explore further

Submitted(+1)

Took me a little while to realise that I needed to keep drawing loop to loop, not start and stop again! Nice idea although the levels felt a little bit cramped and drawing without hitting something was a bit tricky for me

Developer

Thank you for playing! 

Did you think that the tutorial popup might've caused you to think that? The first time you loop it disrupts you with a popup that teaches about loop combos, and if you didn't read it (which is normal),then you would never tried looping again and again.

Submitted(+2)

Creativity 10 out of 10. The game has potential, I think this idea fits perfectly with roguelike mechanics, various upgrades and runs. Then it will turn out osu roguelike.

Oh yeah, there is a bug in the game thanks to which I defeated the boss).

Developer (1 edit) (+1)

Thanks for playing! I initially wanted to make it a roguelike for the jam, as this current version is essentially just Pokemon Ranger.

I was considering having 4 upgrade slots (think Hades), clockwise loop, anticlockwise loop, right click while loop, and loop break effect. Sadly I didn't have nearly enough time, especially since I only had 3 days. 

Currently I'm not sold on the controls being good enough on PC to warrant continuing to explore the game.

Submitted(+1)

Try to bring the game to a prototype after the jam and put it on itch.io. You'll see the results there. We have limited feedback in the jam.

Submitted(+1)

The boss gets a second phase. What a surpise.

Developer

V I D E O  G A M E  D E S I G N

Thanks for playing!

Submitted(+1)

Cute game! I realized I could pull my mouse off-screen to draw the loop without clicking

Developer

Haha yeah I'm aware. Thank you for playing!

Submitted(+1)

Cool game! Never played Pokemon Ranger, but I've always wanted to. 
I liked the enemy design! I was able to beat the boss on the second try, but it took a while. I think my highest loop count was 8. 

Developer(+1)

Thank you for playing!

Submitted(+1)

It felt so good to reach a big combo and deal massive damage to the enemy. Sometimes I had some beef with the enemy because it kept breaking my loop streak, and the damage went back to low numbers. 

Anyway the artstyle is cute and simple, OH and the kill effect is beautifull, I love it! ^^

Developer

I got the kill effect from Godot Shaders, so can't take the credit for that!

Glad you enjoyed the combo system. Thank you for playing.

Submitted(+1)

I like it, but there was two major bugs I found in the primary mechanic making it way to easy. They game doesn't check for a proper loop so drawing around the entire screen counts for damage, and if I draw one loop I can then spam left and right and artificial boost my loop combo. Doing that made the boss take around 20 or 30 seconds.

Otherwise it was wonderful seeing a mechanic brought back from a series I loved as a teenager.

Developer

Thank you for the feedback. Tbf I'm grateful the bugs made it easier, not more difficult. 

Many of the issues stem from one error. The game removes the visual feedback for the line if it's too long, but never actually removes the Vector2 point used for detecting loops.

func TrimLine() -> void:
    while GetLineLength() > max_length:         
        line.remove_point(0)

It is missing this line:

draw_points.remove_at(0)


Thank you for playing, and I hope the nostalgia was a positive experience :)

Submitted(+1)

It absolutely was, great game!

Submitted(+1)

Nice tutorial in the game. Not so many games have it (including mine XD). I am very bad at this game. I didn’t even beat the first enemy. But game has cool concept, good job.

Developer

Yeah I think tutorials are really important in jams, since most games are non-conventional design wise, and also do not have perfect UI/feedback/etc. I think it's worth having a tutorial over an extra level. Thank you for playing!

Submitted(+1)

Well done! Very cute style and solid gameplay!

Developer

Thank you :D

Submitted(+1)

Great game, it's a bit hard after the tutorial but a lot of fun! Great job!

Developer(+1)

Thanks!

Submitted(+1)

Solid game! Wish there are more enemies at the same time tho

Developer

I definitely would've wanted more enemies on screen at the same time, but I wanted to keep it simple for the game jam (for my sake). Thanks for playing!

Submitted(+1)

Yeah that totally makes sense... Congrats on making a game this quick tho

Submitted(+1)

Really enjoyed the enemy designs & attacks and just the overall vibe of the game (as well as the switch up for the boss hahah)! Continously getting the 100s also felt really satisfying! Well done! :)

Developer(+1)

Thank you so much for the kind words :)

Submitted(+1)

Fun game

Developer

Thank you

Submitted(+1)

Very fun! I was not very skilled, so I died on the target dummy, but love the idea! Great stuff

Developer

Thanks!

Submitted(+1)

Very cute! I like the monster designs a lot and their varied attacks that linger for a while. Enemy 2's tail attack reminds me of "pokemon slaps", haha.

After a while I found it fun to try to figure out how you detect loops and break the system a bit. I found that the line persists indefinitely and you can take damage even long after the white part of the rope has disappeared. I assume that you check when the angle to the monster has reached nearly 180°, at which point the 90° cone opposite of the monster becomes the damage zone. This means that you can draw a big L shape, go back and spin in the first corner to deal infinite damage from afar. I ended up playing the game a lot!

Developer (1 edit) (+1)
line persists indefinitely

OMG I AM AN IDIOT. I MESSED UP. Here's the code from trimming the line:

func TrimLine() -> void:
    while GetLineLength() > max_length:
        line.remove_point(0)

line is my line2D, which essentially is just for visuals. I have an Array[float] that stores all the points for detection. Here's what I should've added:

draw_points.remove_at(0)

Oh well, that is actually a pretty bad mess up on my end, considering draw_point[0] is also used to detect if the loop is complete. If you do a loop like where the initial point is far from the close loop position, it won't work.

For the enemy detection, I'm just trusting Godot's Geometry 2D functions.

func is_enemy_in_loop(enemy_position: Vector2, loop_points: Array[Vector2]) -> bool:
    var polygon = GetPolygonOutOfLine()
    if Geometry2D.is_point_in_polygon(enemy_position, polygon):
        return true
func GetPolygonOutOfLine() -> PackedVector2Array:
    var hull = Geometry2D.convex_hull(draw_points)
    return hull

For detecting loops, I just use a very hacky distance travelled + distance to draw_point[0], that fires everytime you add a draw point. I think the infinite damage from afar is all down to the draw_point[0] not being removed, as your polygon will just be really big.

Thank you so much for playing, and even spending time trying to break it! That's what makes game dev so fun. 

Submitted(+1)

Saw a couple games with the same mechanic, but I like how your enemies have more interaction with the line you're drawing aswell! Love it!

Developer(+1)

Thanks!

Submitted(+1)

This was sooooooo cool! I loved the mechanic you used and I think you pulled it off very well! Great job!

Developer(+1)

Thank you so much!

Submitted(+1)

Cool game, I like the variety of enemies and the attack patterns a lot. I think it would be better if the enemies couldn't walk to the side of the screen because then it's not possible to circle them. Overall really fun game good job!

Developer(+1)

Thank you for the feedback! 

For the enemy that went to the side of the screen, you should've still been able to. In engine, I allowed some leeway to go outside the viewport. But when exported, your mouse can no longer go outside the viewport (on Chrome). Hope that didn't affect the experience too much!

Submitted (1 edit) (+1)

very fun game! I found it very satisfying when I managed to squeeze in a barrage of circles in a short burst, and the enemies pose an interesting challenge for the mechanic

I think I agree with previous comments' constructive feedback so I won't repeat unnecessarily.

congrats!

Developer

Thank you! That's why the combo system was made, as I feel that's the fun I want to encourage players to engage in :)

Viewing comments 40 to 21 of 41 · Next page · Previous page · First page · Last page