I was so bummed when it ended. Loop 15 with the horizontal looping felt like a great teaser for some sort of boss fight. I really liked the eye-teeth-wall enemies, them moving at a different pace and tracking their movement through the area was a great challenge.
rogueworks
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Fair call out on the Fireball, it does a very slight scale down if it misses but its range could be better communicated to the player with more effects.
Glad you liked the name! We only had one boss until Saturday so the "Dormamu I've come to bargain" is all I kept thinking. Especially when you needed to let yourself get splatted to test post-death screens.
Oh man, super exciting to hear you gave it a second playthrough!
Like you mentioned, there's no progress lost when you die, which made us feel better about making the attacks trickier.
You're right about the crash. In the executable it closes the game out, but it doesn't work well on Web and makes the game appear to crash. But you're not missing any content. Thanks for playing!
Really dig the art, intro narrative and music were nice and melancholic. The combat felt good with targets on the ground, where I appreciate the movement forward with each hit as I push them back, but the knots floated just above the ground and became infuriating to attack. Using the down-strikes felt slow against them but jumping and slashing only once so I don't fall off a ledge felt more punishing than rewarding.
Echoing a lot from maven_raven below. It's super satisfying when you get the later abilities and can mix things up during combat, but when everything is on cooldown I can only wonder when I'll die. I like what Loop does here with pushing me to consider how easy each battle was. I pushed my luck more on the easier beginning fights, but my luck may not be very good as I died to the solo axe-wielder still on that run too.