Looper by Play-Pause-Games
Delve into the laboratories of Sigma Labs, stop a mysterious catastrophic event, and fight dangerous anomalies.
Do everything in your power to save your timeline, send items into the next one, and explore a massive-interconnected environment https://youtu.be/wL89Awn3Okk
For those of you who want some help getting though the game heres some tips - in order to win you need to find "The Core" card, it opens acess to a shutoff switch - stock up! any items you find can potentially help you - be varied! you will find lots of ammo, but not lots for one type, use many weapons to make the most of it! - memorize paths! when you find keycards and send them to the next timeline you can use them for shortcuts! - there are 4 enemies
a normal "ghost" with a rifle - take these out first!
a "ghost" with a shotgun - dangerous at point blank, menial damage at range
an anomaly (blue) - fast and low damage, kill quickly, but you can also evade and trap these
an anomaly (orange) - slow and high damage, kill quickly, but you can also evade and trap these
- explore! some areas dont need to be touched but they also have better items!
| Youtube | https://hipposcripter.itch.io/looper |
| Youtube | https://drive.google.com/file/d/1fzmXMWRiKi2GVVcJvg1BGPPYr7vdsH6r/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/47/looper-3 |
Ratings
| Overall | 194th | 3.632⭐ | 21🧑⚖️ |
| Fun | 245th | 3.421⭐ | 21🧑⚖️ |
| Innovation | 463th | 2.921⭐ | 21🧑⚖️ |
| Theme | 346th | 3.5⭐ | 21🧑⚖️ |
| Graphics | 68th | 4.079⭐ | 21🧑⚖️ |
| Mood | 103th | 3.694⭐ | 20🧑⚖️ |
| Given | 14🗳️ | 10🗨️ |
It looks really good, I was surprised when the game loaded up. The models looked great as well, you must have a real talent if you modeled those yourself. It was very blurry though, although to be fair that could be due to the low framerate. When I first started the game up, I was intrigued by what was around me, I walked around although I never really could read the notes very well bar a few because of my fps. I was looking forward to a good scare. However, it quickly became boring. Combat suffers from the issue that enemies will consistently shoot you through walls once they spot you, and so combat consists of either you and the enemy taking turns shooting one another point-blank, or you shooting and killing the enemy before they notice you. The particle effect enemies are obnoxious as well, not all that fun to deal with although the fps on my part compounded that since it was hard to time the closing of doors to trap them in rooms, I think they were a little too fast, especially the orange ones.
While I liked the idea behind the loop, I think it could have been implemented in a less-clunky way. I know I'm not one to talk when it comes to clunky mechanics, but I just think that with such an explanation behind the loop, a mysterious disaster of this scale, some kind of animation or even sound, something, anything would have gone a long way compared to the pick-4-squares that pop up when you die or run out of time. Since I mentioned the "Bringing items from death" system, I think that maybe it would have been neat for there to be upgrades for this, where maybe you could start with less and slowly gain more item transfer slots. The weapon rarity system seemed tacked on, like you changed your mind or lowered the scope of your game midway through and kept it in in a vestigial manner; perhaps time could have been spent in other areas besides creating weapons.
I know the 48 hour timeframe is tough, I could write a long paragraph on my game as well on the rough around the edges. I've always liked games with these kinds of scenarios, taking care of a lab experiment/situation-gone-wrong, I think it is great fun. I think the game would have benefited from better room placement, it took me a long time to figure out where I was going, I thought the layout was very confusing, and the final chamber room could have used another entrance, perhaps one farther away but not so guarded by so many deadly enemies. I eventually just ran past those enemies and closed the reactor door behind them, and then pressed the button. I'm sure you are aware of many of these critiques yourself, and the 48 hour timeframe makes every single one excusable in my eyes. It's just good to hear honest thoughts, especially since most people don't care to take the time to express their opinion. As you will hear in the comments of every game in this jam, polish would go a long way. Overall, I enjoyed playing this, although I do think it overstayed its welcome, becoming a boring grind as I wandered through the same halls to find the reactor, which turned out to only be about 5-6 rooms from the start. Definitely one of the nicer looking games here, and I don't mean for my criticisms to make it sound like I hated it, I'm saying it solely in a neutral manner. It was a unique experience, I'm glad I played through it. Also, most importantly, congrats on finishing it!
First of all, just a minor annoyance you may want to patch: the game first tried to start up SteamVR, and having to close that was a little annoying. This happens a lot with Unreal Engine 4 games, and you should be able to disable this somehow.
Second, just a few bug reports. For one, I think the sniper rifle sound effect has a second sound playing afterwards. It doesn't feel like an echo, and for a while I was under the impression that an opponent heard my shot and was returning fire. I also found that your pieces of paper are invisible when seen from behind, appearing on glass walls as a flying wall of text. I also had one enemy spawn inside a wall, which confused me as I thought for a while that I was fighting some kind of invisible enemy with a floating gun and nothing but a few particles to mark their presence. I probably should have looked closer before burning so much ammo... but what's done is done.
As just a few minor suggestions, I would have liked to use 1-8 on the keyboard to pick weapons, though thankfully scrolling the wheel wasn't too cumbersome. I also would have liked to be able to close doors, but Lab/Sec/etc. doors can't be interacted with without the card in hand-- even when already open. Closing normally-locked doors was definitely a huge minor frustration.
Okay, I need to get to what I really want to say now. I HAVE NO IDEA HOW YOU PULLED THIS OFF.
I like the core gameplay loop, and forcing me to pick between whether I want my basic Lab/Armory keycards or good weapons I've found (especially when you get to Tier 1 and 2 weapons) is an interesting dilemma. Your gunplay feels solid, and while the enemies are a little bit basic, they're perfectly capable of destroying you once you have to fight a group. Ammo is not a problem, until it is, and I can never 100% rely on a weapon type-- I'm constantly checking all my weapons to see what I can reliably use in a firefight.
The visuals are clean, and while I can't say I'm a fan of the large voxel decorations in some cases, it feels consistent. The shaders on doorways, custom gun models, it's all just... pristine. I am in awe of ALL of this. I also like the worldbuilding notes, despite the fact that I really have more important things to do than read them-- my particular highlight being a report on an unusual Shotgun overstock.
Your enemy models definitely made the most of what you had, and your particle-monsters were a particular sticking point. You did NOT mess around.
I'm just going to set the bar unfairly high for a sec, but I would have liked some stronger ambience/combat music with some good synth riffs here and there. As another user noted, an animation on death would have been nice. A sprinting mechanic might have been nice (if there was one, I had no idea), and some kind of right-click function (melee? iron sights?) could have spiced up what eventuallyboils down to shooting at targets.
I have all four keycards but have not successfully stopped the collapse yet. I cannot WAIT to play more. Seriously, congratulations. This is exceptional.
The exploration in this game was a lot of fun. Getting all the cards and having to manage your inventory as more space was taken up added a real organic sense of increasing difficulty. I also liked the notes scattered around the Sigma Labs, those added some nice lore and context to the game. And one thing I still want to praise is that final assault on the core room with all the hard enemies, that was awesome stuff! Great job!
Lacking a bit of ambient sound IMHO, but hey, it's a game jam, there is always something missing ;)
Well done.
PS. I don't know why, but after spending multiple loops searching for the core card, I found the door to it opened, so I won cheating (?) I don't know xD
where is the music?
the goal is to stop the collapse (find the core card and shut doen the core)
i do not know why you are not hearing any music, there is some at the start of a run but it goes away when it finishes