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rogueworks

14
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A member registered 76 days ago · View creator page →

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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. 

I'm a sucker for this style with the colorful contrast. I really enjoyed the details, the freezing ice sounds when you go too high or the music slowing when you let off of the right arrow key. 

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. 

Anticipating the attacks was one of my favorite parts too, feels like a dance or a rhythm game when you really get the moves down. Thanks for trying it out!

I'm glad you liked the gambling! I think little mini-game type features like it adds a lot, just like in your submission with the drink/build customization. 

Thanks for playing! I play all my turn based games on 2-4x speed when I can, so I totally agree. I think it adds to the difficulty too, if you get complacent you can make the wrong move too quickly. 

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! 

The art was super polished; the gameplay was interesting and engaging. The markers being cleared and re-dealt was satisfying every time, even when it was after I lost. I could see this being a lot of fun outside of the game jam.  

This was awesome. I've played a few other of the loop the targets to capture/beat them, but I really like the use here where the quill is a mix of following the player or can be thrown out. Really a pleasure to play. 

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. 

Echoing everyone else here, the drink mixing is really neat and makes it super replayable. 100% Vodka is the way. Punching enemies across the room was enjoyable on my Whiskey run. One note, it wasn't super clear to me when I was going to take damage from an enemy. 

The edible vape gave me a good chuckle. Really liked the background music! 

Charming for sure, the mechanics are interesting. I would have liked to see a more gradual difficulty increase from level 1 to level 2!