The Holy L∞ptown by DesertMaw
Welcome to the Holy L∞ptown! I hope you enjoy your state :slight_smile: But beware of disturbing the inhabitants in their holy looping activities. Unlooping will not be go unpunished...
Village overview:

The Holy L∞p Church:

Boss battle

The goal of the game is to complete the quests by finding the way to "unloop" some inhabitants in the village and get more items to be able to beat the boss that is controlling the whole world. Each time you complete a quest, a portal will spawn and the boss will request your presence in the arena. At the beginning it will be very hard or impossible to beat, but you will keep the items after dying, so that in the next loop you can complete another quest granting you another item and making the fight easier/possible.
Music/Sounds from our teammember: https://www.youtube.com/c/LeonVers
Ratings
| Overall | 1097th | 3.303⭐ | 35🧑⚖️ |
| Fun | 1065th | 3.106⭐ | 35🧑⚖️ |
| Innovation | 877th | 3.273⭐ | 35🧑⚖️ |
| Theme | 969th | 3.47⭐ | 35🧑⚖️ |
| Graphics | 102th | 4.409⭐ | 35🧑⚖️ |
| Audio | 304th | 3.774⭐ | 33🧑⚖️ |
| Humor | 470th | 3.138⭐ | 31🧑⚖️ |
| Mood | 457th | 3.703⭐ | 34🧑⚖️ |
| Given | 27🗳️ | 29🗨️ |
For the gameplay part: you have to solve multiple quests to be able to fully fight the boss. After every quest you will be transportet to the fight. After loosing you can make other quests to gather more "power".
Now for the good. I enjoy the concept of a day that loops, in which every loop you need to do a different thing. The art is very good and it even was what sparked my interest in the game. Sfx's and music are very good too, but thre is a little bit of a lack of feedback when the player attacks.
Anyway overall i think this is a good entry.

Maybe when Magda is finished selling pears, she can say "How long will I t-pose? Nobody knows!"
Very nice world btw I really enjoy story of characters, they appear to be believable and brings me to mind some classics.
I actually understood what to do (except the guy in the mine?) - but I picked the sword as my 3rd item and prior to that I didn't really understood what to do againts the boss, so I was just trying to get killed faster at that point.
Boss fight was actually really souls like which I really like, but I think it didn't really quite fit the other things you do in that game as it seemed more like an adventure (puzzle) type of thing, where you search for things and use them in specific place, but I get where you're coming from :]
Nice entry, enjoyed finishing it!
Hovewer didn't get the gameplay. Quest zones are very limited and annoying from time to time, additionaly will be nice to have some information for controlls, because this was unclear as well.
Hope to see the next beautiful game with hints and more clear controlls from your team!
Noted :P
I am very glad someone saw the boss as a souls like boss :)
My inspiration was Vendrick from dark souls 2 where you have to get special souls to lower his resistance.
We will be working to guide the player more through the game and fix more bugs.
@prostone We didn't have time to fix the animation from the guy in the mine so we thought it would be funny to make him look more buggy xD
The t-pose would make a great dialog line really laught on that idea :D
Rumors say she's still doing it.
Thanks a lot for your feedback. Seems like you did everything correctly. It's not that obvious but in the beginning the boss does have some sort of resistance. By doing more quests you collect more items making the boss more beatable.
Overall Great entry. Very impressive.
Good job, beautiful entry!
I had a answer to a riddle i wanted to do first because the current one was stumping me (ha, i had the axe at the time), I think it would be nice if you could drop your current item if you can't figure out one of the riddles.
I think you should make all items grabbable from the start so they don't give away the answers to the puzzles.
I think the graphics could use a little clean up since they looked a bit rough but they reminded me of Stonehearth (not Hearthstone) which used similar looking graphics.
I like the sort of 4th wall braking fight, though it was a bit buggy such as being able to hit and get hit when you have half a shield or when it has half a shield.
The fight should have some effects as well so it feels better.
You should add more sound to the river since only having the sound of a sink made it feel weird
overall liked the riddles, generally like the graphics, and I liked the world that was made by this.
The drop item part would definitely be nice to have but the system we set up at the beginning "restricted" to solve a quest you begun, but maybe the post jamb will be different.
Could you extend uppon why you think the graphics are rough? Really would like to improve my art-style, maby to less detail? even though I tried making a more clean look
I can say I didn't really like the bulbus noses since they tend to stand out among the rest of the character.
I can see in that picture above that the road is its own model rather then attached to the ground which looks weird.
You should have more of a transition when switching to "evil" mode rather then a full light change.
For the record I would focus on the gameplay over the art as its the gameplay that makes a game. As long as the art provides adequate feedback its all good in my book
Glad you liked it. The Touryst looks great thank you for letting us know of that I bet we can use this as further inspiration and we will try to improve the character animation speed
If you like I can tagg you there
The graphics are pretty cool and the concept is awesome. I really liked it.
It could need some polish and some more complex "riddles" but so far its really really cool.
Well Done good Job