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A jam submission

Loop Survivors - ImprovedView game page

Improved version of a former web game
Submitted by MarkWolf — 11 hours, 30 minutes before the deadline
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Play LS Improved

Loop Survivors - Improved's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#43.9093.909
Overall#123.4553.455
Visuals(Graphics)#193.0003.000
User Interface (UI/UX)#232.3642.364
Sound/Audio#232.5452.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://markwolf.itch.io/loop-survivors-improved/devlog/1065324/pimp-my-old-game

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Comments

Submitted(+1)

Fun game, easy to know what to do. Miss knowing background story and the goal of the game. Without it, it feels a bit meaningless to repeat actions. 

Submitted(+1)

This was fun and has a good base. It was pretty easy to figure out with a bit of experimenting on the first play, and I was able to win on my second try.

If you are going to have sound settings before the game starts, it would be good to add background music and SFX to the screen. For a SFX slider we usually play one after the value is changed. The menu SFX felt much louder than the combat sounds, and I'd adjust the volumes a bit so the SFX are all closer. I lowered the SFX volume down based on that menu sound, and then the combat sounds were too quiet.

The upgrade screens could use a bit of polish. When I first upgraded my weapon I wasn't sure about the options, since I thought I had a front weapon, but could still purchase a gun there, as well as anything else. I went ahead and got the machine gun for front, and it replaced the current gun that was there. Since it was an upgrade, it would be nice if you got a credit for your existing weapon. The play balance of costs didn't need this, but from a gameplay perspective, it is nice to get credit back for upgrades, even if it is only a portion of the original value. Similarly, it would have been nice to have a warning that your are replacing the weapon. Perhaps change the color of the buttons for mounting points where you already have a weapon and will be replacing it. Disabling the button for purchasing a weapon you already have in a slot would also be nice, unless you changed it so buying more of the same weapon in the same slot allowed for that weapon to be upgraded.

The boss fight was pretty easy. Avoid the things it spawns and try to get close enough to shoot. Certain phases felt like they were all about evasion, though at points I wanted to be able to shoot the spawns. Other phases were pretty easy to get in close and avoid the attacks while hitting back. I like that you give a heads up with the boss telegraphing moves, but it was perhaps a bit too easy. Maybe have the boss spawn some additional enemies, or add something else to mix it up a bit more?

I started with upgrading the front to a  machine gun. Then added a grenade launcher in the rear spot, followed by 2 more machine guns at the sides. I upgraded health, time and damage with what was left over after weapons. Then I upgraded all 3 machine guns to lasers, and that was what I used to win.

Developer(+1)

Thank you for playing my game and for your feedback :-)

In the weapon shop, I disabled the buttons corresponding to an existing slot/weapon pair. I also added a message that notifies you of the last weapon added.

I also added music to the start screen and a button to play an SFX in the sounds menu. This gives players a reference point for adjusting the sound at the start of the game.

Submitted(+1)

Had a ton of fun playing this. 

My suggestions and comments are:

Time over screen took too long each time in between the loop and the upgrade page.

Gem/Heart colors were too similar to enemy colors making it visually confusing. I suggest having gems be unique colors to the ships and have all hearts red. If this is intentional to confuse the player i suggest having the enemies turn into a land mine some of the time so you punish the player for not paying attention to which item defeated enemies drop.

At one point with the mine launcher it caused defeated enemies to spawn gems out of reach from the player up in the air. This also happened once with a heart but it was close enough to be collected.

Maybe have the player kill the remaining spawned in enemies before triggering the boss fight.

Also one question:

If i have the gun set to my forward weapon and i press the gun button again, am i upgrading the gun or just purchasing the same gun over and over? Cause if so i spent a lot of time buying the same weapon over and over again lol.

Great game, I hope you add more boss fights eventually or even mini bosses.

Developer(+1)

Thank you for testing my game and providing valuable feedback :-)

Weapon Shop: Unfortunately, if you click on the same weapon in the same location, the game simply takes your money. This issue needs to be fixed urgently.

Otherwise, for the development of the game, I was thinking of allowing players who beat the boss to replay the game with more weapons and traps in the arena (to be avoided or used against enemies).

Submitted(+1)

1. always love loading screen blurbs (completely serious, it turns moments of waiting into fun blurbs from the dev that feel like love they didn't *have* to put in)

2. sometimes (when first moving the ball) it is not responsive

3. love that you can see how long before enemies spawn in.

add ons...

enemy compendium?

multiplayer?

fun!

Submitted(+1)

Cool ! Liked it ! 

the Boss Fight Is really cool ! 

I played a lot of Survivor kind of game and... This one stand's out by using the arena for the Boss Fight the Patern are easy to understand and well telegraphed !

It's weird to me that you can Max out every Upgrade, It doesn't feel like an choice but a must have (perhaps it needs to have an incremental cost ?)

Buggs / Misleading UI:

  • The In the Weapon Shop you can spend all your money by replacing your Right Minigun by another Right Minigun (seems to precise ? I did spend all my currency thinking it was increasing the level of my weapon ^^)

Like I said the Boss is really a great combat and I'd like to see it with traps all over the place !

Submitted(+1)

I managed to defeat the boss on the second try. Took me about 5 or 6 loops each time to get there. First time its bullet pattern took me by surprise but on the second try I boosted my damage and critical, observed its pattern and defeated it. Nice assortment of weapons and upgrades. I enjoyed trying up different weapons. Sticky mines are my favorite. Really satisfying to see a mine latch onto an enemy and then go boom after a few seconds. I also liked the design of enemies.

 The gameplay is smooth and engaging. There are things that could certainly be improved some more. Here's a couple of thoughts:

I expected side guns to fire sideways but turned out that 3 guns are firing forward and one is firing backwards. Maybe experiment with a movement/firing scheme where each gun covers a 90 degrees field of view and you can choose between several tactics of what is prioritized when vehicle is orienting itself. Maybe even always keep a constant orientation so left/right/forward/back are always the same.

Visibility is a problem with the boss fight. When the boss goes into low part of the arena you have no way of seeing where he is or what is he doing. Not really sure how this could be approached in a better way. Maybe add a key to flip the view 180 degrees.

The gray floor grid is kinda dull. Something should be happening there or at least don't use this dead neutral gray like Windows 95 did :). Maybe the color could wary a bit each loop, or there could be some subtle animations.

Many enemies are too similar to pickups in color and shape. Pickups could be differentiated, maybe through animation, or some effect like glow

The cash counter increment animation between levels lasts for too long.

Last but not least: Make the explosions juicier :)

Keep working on it and improving it! It can be fleshed out into an excellent game.

Submitted(+1)

Hey, 
Nice work. I enjoyed playing your game!
I was confused at first with the camera angle, expecting a twin shooter kinda of input but quickly realized (of course!) that this is more of a vampire survivors situation. Overall, it feels like you have a solid game loop and I can see this working alongside a narrative campaign with battles. Two quick observations (to add to those raised): I fell like a visual skills tree can be fun, where you see all unlocked options and can plan a path through the progression towards particular upgrades. Better work on colors might help, for example using opposite colors for pickups and enemies; I feel nailing down the colors is key for these kinds of games. Good luck with your project!

Developer

Hi,

Thank you very much for testing my game and for your suggestions. I really like the idea of the skill tree. It will give the UI a bit of personality. Otherwise, I was thinking of a dashboard format (since we're driving a vehicle).

For the colors, I was thinking of using a palette from lospec, for example, and sticking with that. If you have any advice on choosing colors, I'm all ears ;-)

Submitted(+1)

I played this for a bit, here's some thoughts:

-The player character is in a ball, which is a nice idea, but it doesn't feel at all like I'm controlling a ball. I would expect inertia and rolling momentum to be factors in the movement, but I can stop and revert on a dime right now.

-The camera is angled very shallowly, which makes the front of the playing field (the part close to the camera) appear much larger than the back and also means enemies on that part of the playfield are visible closer to the character than those in the back. I've nearly and actually ran into enemies a couple of times, especially after getting the full speed upgrade.

-Sound is alright for the style and overall feel but the music did get grating after a while.

-The UI style is kind of disjointed, the game has a very programmer-art / whitebox look in general but right on the loading screen I got two different fonts that didn't mesh imo.

Other than that I like the idea, I thought the upgrades and progression were fine and it might have the potential to be quite unique if you lean into the rolling ball controls and physics more!

(1 edit) (+1)

I love the loading screen, it immediately put a smile on my face.

Unfortunately, the power-ups ended up flying through the air and I couldn't collect them.

Improvements (that have not yet been listed)
Counting up the money at the end of the loop and displaying the text is very slow, so I had to wait a long time after my successful rounds :)
The game still lacks a catchy tune, but that should be easy to fix.
Some buttons are positioned above the full-screen button.

Boss level – I'm having performance issues... But that could just be me and my hardware.


Thank you very much for the game. I really enjoyed it.

Developer

Hi,

Thank you for taking the time to play my game and for your valuable advice ;-)

Could you give me some details about the performance issues? Was it stuttering when a graphic element first appeared, or something else?

I was equipped with the mine launcher. When one of those mines exploded, the performance got a little worse. And with the boss, it got even worse because of all the projectiles (I think).

I've already asked my teammates to try the game so they can check it out with their setup. I'll let you know when I have an answer. 

Here is the unabridged comment from my team member:

"Awesome game :D I played through it. It puts you in a good mood. Yes, I also experienced some lag from time to time (especially with the boss), but it was definitely playable. I experienced the most lag when a model (e.g., a projectile or explosion) was loaded for the first time."

Hope that helps

Developer

Thank you both for your clarifications. That helps a lot :-)

Submitted(+1)

This could be addictive if you're not careful, haha!

At first I was confused on what to do, but then I realized the game does the shooting automatically and then I got settled in

I had a lot of fun with this game! Good job!

Submitted(+1)

Its a fun game until you get to the boss.
Since it was my first time getting there  I wasn't sure what to expect.  

I got there with fully equipped with machine guns. The range of this weapon is so small that I mostly played waiting simulator.
Just dodging the boss until he fell  down didn't feel very fun.

Here are a few things I would suggest improving:

  • The shop menu: I still dont know if buying a weapon on the same slot does anything. It feels like it does nothing. So why does it steal my money?
  • The sound menu in the main menu is kinda useless since you can not hear the sounds you are changing the volume.
  • The wave system is a bit weird:
    • The "horse" mob moves too fast in the beginning but after you figure out his range it becomes easy.
    • Haven't really seen the spider mob (or mby i didn't recognized it)
    • The boss feels a bit boring. Mby I chose the wrong weapon but there was nothing to indicate I should get other weapon either.
  • Sounds: the mine sound and explosion sound are off if you are using headphones (I thought something feel in my room every time I heard it). Shouldn't use the 2d sound node, just use the normal one, and mby change it to something more intuitive.
  • I think you can improve the arena a little bit by making it a colosseum, add a few mobs that look at the show
  • Mby even make the mobs bigger than the player to feel like the underdog. 


Good job making the game! I had fun until I got to the boss =).

Developer

Thank you for taking the time to test my game and for your feedback.

Regarding adding a weapon to an equipped weapon slot:

If the chosen weapon is different from the equipped weapon, the new weapon replaces the old one. Otherwise, and in any case, the game takes your money :-) It's clear that the game shouldn't let you pay for a weapon you already have. 

Sorry that your boss fight was boring. I can confirm that with other weapons, such as the laser ;-), things are easier. And/or mines that can be placed in the boss's path.

Nevertheless, it is possible to shoot at the boss with machine guns in each of its phases, even when it moves in a lemniscate shape. Upgrading the vehicle's speed greatly helps you get to the right place at the right time.

That being said, it would be worth adding an upgrade to increase the overall range of the weapons.

Thanks for the suggestions for the sound and visuals, which I will be sure to follow up on soon ;-)