Your game had a ton of game feel. The player controller struck a really good balance between control and chaos . The slow down effect after you loop many enemies was very satisfying and gave you a moment to breath. I do wish it was a little faster though for replays. also I wish for the multiplier it always counted the highest point enemies last because it would add extra strategy of nabbing lower point enemies along with a star to get higher multiplier. Art was nice, the little guy reminded me of Splatoon. Congrats on submitting!
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Thank you very much, love the kind words and good feedback. Appreciate what you say about the balance between skill and chaos, that's super kind <3. Glad you like the slowdown too!
One thing I really love about Balatro, which was the inspiration behind the score system, is that you can customise how long things take. Sounds like we should do the same, thx!
Also, we designed it so it counts up the total points and multipliers separately before applying them to each other, exactly for that strategy. So it doesn't matter the order in which enemies are killed within a single loop. Even made the big fish have different physics so the player can separate them, to get them down to one shot too, for a big mult. I managed to score over 10k in one loop, thanks to having an army of 1hp fish before looping a few stars and a beam-shooting clam enemy.