I Reboot by WegPast

Your mission is to neutralize an out of control AI driven drone named L.O.O.P.
But it has the special ability to copy your recent actions... so watch out where you shoot !


Made by the Quasar Shrine people :
@Arktas, @Lut1n, @WegPast
Graphic and sounds effects were made during the Jam :) ( but the music was not made by us so rate Sounds Effects and not the Music )
Music from "Komiku" : Go listen to this album, I Reboot background music come from this one !
UPDATES
- V1.2
- Small visual improvements to the tutorial so it's a bit clearer to understand how to play.
- Fix : Enemy's portal and station won't overlap yours anymore.
- Fix : Fixing a bug that occurs if you died with tuto still on making the tuto stuck in last step.
- V1.1
- Added a background to the playground so there no more ugly "blue box" around the map

| Youtube | https://wegpast.itch.io/i-reboot |
| Original URL | https://ldjam.com/events/ludum-dare/47/i-reboot |
Ratings
| Overall | 516th | 3.692⭐ | 41🧑⚖️ |
| Fun | 411th | 3.671⭐ | 40🧑⚖️ |
| Innovation | 388th | 3.703⭐ | 39🧑⚖️ |
| Theme | 481th | 3.895⭐ | 40🧑⚖️ |
| Graphics | 543th | 3.855⭐ | 40🧑⚖️ |
| Audio | 481th | 3.539⭐ | 40🧑⚖️ |
| Mood | 834th | 3.361⭐ | 38🧑⚖️ |
| Given | 56🗳️ | 47🗨️ |
It was a great way of increasing the difficulty and integrating it with the theme!
Theme here is about concept that the AI robot copy your previous move and you have to kill it before it reach the portal, end the previous sequence and escape.
You are iterating throught time loop, stuck here until you fail your mission or die.
I think maybe the concept would have worked better with a few smaller levels which you have to loop through some number of times, with each loop more crowded than the last. That would force you to plan your moves in advance, instead of just focusing on dodging bullets.
My personnel record is 14 !
...
you you you you....
The only complaint I have is that there was no communication to the player about the timer. Forcing the player not to sit around stalling is a very good idea (Otherwise they could just pause for a few seconds before entering each portal), but it felt really bad to randomly die because I didn't beat a timer that I didn't know that I was racing, on my 12th loop. :(
Aside from that complaint though, I had a lot of fun playing, and the theme shines through very clearly - Great job overall!
Yes it lack a timer to inform the player that the portal will close shortly. In the tutorial it is written that each portal stay for 15 seconds. But we were running out of time so we couldn't add a visual timer for that. And adding now seems to me unfair because I think it will break the update rules of the Ludum Dare (only bug fixes)
(hey 12 loops that's not bad ! well done !)
I just feel that the movement feels rather icy & sluggish. Not sure it was meant that way.
We wanted the movement to come with some inertia to smooth down trajectories of entities. To much reactive movements would make aiming L.O.O.P a bit to hard in our honest opinion.
Someone suggested adding a visual indicator so you know how long you have left before the portal closes. I'd also suggest adding a cooldown indicator so that you know how long you have left before you can fire again. I once missed a shot, tried to fire again, couldn't, and thought as a result that I only had one shot per iteration. By the time I realised you could fire repeatedly, I'd gotten multiple game overs from firing, missing, and watching L.O.O.P. escape in the belief I was powerless to stop it.
I also once got a game over from spawning right on top of a bullet, so I'd suggest some sort of fix to the spawn system to prevent that from happening (or at least, reduce the chance), because spawning straight into a hazard is never fun.
This isn't part of the review, but I thought I'd mention it anyway: as far as I'm aware, the "only bug fixes" rule is only for Compo entries, and for Jam entries like yours, you can make whatever improvements you feel are necessary. If in doubt, the safest option is to provide multiple links: one to the original version of the game, in the state it was when you first submitted it, and one that has all the post-jam fixes and content.
Other than that, it was a delight! Especially the art was very well done. Clean pixel art is always nice too look at. The pixel resolution seemed to be flexible though, so the pixels looked a bit distorted at times... not the actual game scene, but the texts I think.
Good job, well done!
Maybe it's just me, maybe I'm missing something, but I felt after a while there was just a bit too little of a challenge, or rather I felt like there could be a few more mechanics to be introduced.
Other than that though, VERY solid title! Good job!
Love the art and audio on display here. The premise is a little simple, but I had fun messin' around with everything. :slight_smile: Nice job!