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A jam submission

Loop DungeonsView game page

Semi-idle coffeebreak roguelike with simulation- and puzzle-game aspects.
Submitted by tukkek — 2 days, 3 hours before the deadline
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Loop Dungeons's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#24.5004.500
Overall#153.8333.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Roguelike Elements
Procedural dungeons, challenges and rewards, final boss. Is a roguelike because procedural, permadeth, turn-based, singel hero, items with abilities and more.

Screenshots

Yes

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Comments

Submitted (1 edit) (+1)

This is a really impressive game. There is so much in it, lots of eneies and items. The art is aslo really well made. I like the fighting mechanic, it is a refreshing change of pace. I did  find the game at times a bit slow. My first few combats were mostly just misses and dodges and I felt like there was a lack of feedback when I hit/killed an enemy ie. no sound effect or fanfare. But those are just little nitpick at an extremely well made game. Great job, one of the best I have seen all jam

Developer

Thank you so much for your compliments! It's slow by design, really, it tries to push the roguelike formula as much into idle territory as possible...

We considered doing sound effects but no one in the team ended up having time during the week to do it. In the end I think it's a good thing because it would probably get in the way of Alberto's soundtrack, which people seem to enjoy a lot based on the feedback :D

I'm glad you enjoyed Loop Dungeons - and thanks for taking the time to write your comment!

Submitted(+1)

Really fun game! Reminds me a bit of Desktop Dungeon :D 

Only 'issue' I found is that if I press the move key in specific direction a milisecond too long the player character jumps across the screen until he hits enemy or the wall, but it might as well be considered a feature xD Corridors are often long so its hard not to be tempted to press that button a bit longer :) Stats of the weapons after upgrading also seemed to be not changing to me - would be cool to display in what way the stats of the sword or boots upgrade when you spend xp points.

Other than that - it's a really engaging game, simple in controls (which is good), but quite complex with all the options and variations of items and enemies! Great job!

Developer

Hi Janku, what browser are you using? The repeat press delay is most likely a browser setting. We tested the game on Firefox, Chrome and Safari.

The upgrade system just changes the trigger chance, usually by 10% or 20% per level. I can confirm this is reflected on the tooltips as well!

Thanks for trying out our game :) I enjoyed playing as "Jole" as well lol yours was one of the very first games I've played from this year's event!

Submitted

The guy greatly enjoyed your game!! Seriously wonderful work!

I was immediately drawn in / captivated by the art and you made me feel like I was playing games on my dads computer as a kid again! The music was wonderful to set the tone and keep me immersed. Amazing range of enemies, items, etc.  I did run into one bug while playing (though non-game breaking) >> when I was playing the icons for items, arrows, etc. were replaced by text (not sure if I just hit a weird button though so if that's intentional ignore me)  I feel the game balance was great (I played on med and hard and  both were fun) > Combat was engaging and fun  Really wonderful job!