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(+1)

Love the Pokemon ranger inspiration, especially with multiple loops multiplying the damage. I agree with the others about needing more responsive UI and giving player feedback. But other than that, I think the implementation of the mechanic ended up creating a game loop with a confusing identity;

  • I can make loops of arbitrary size, so I could just circle around the edges of the screen and even dodge some projectiles while damaging all enemies.

  • Even if I couldn’t do that, and say the intention is to make tight loops by rapidly circling the enemy, then there is no way to dodge the projectiles.

I think some balance can be struck here, but I’m not too sure how. Still had fun playing, and enjoyed seeing another loop drawing game :P

(+1)

I will fix being able to escape the screen, i always testing in full screen so i didn't realize until after the deadline.

As for the balance, I want to go with the frenzy of creating small loops but make attacks much more forgiving and avoidable. Enemies would "announce" their attacks beforehand so you could risk one last loop or snip the line. 
Thank you for the very insightful comment. Also loved Ur game once again, see you next jam!?