Loot Loop Loot
by PeachTreeOath
Loot Loop Loot
Tags for Loot Loop Loot
Description
A speed run roguelite based on rapid loot decisions.
This game is the 2nd of several prototypes I'm kicking out. Follow us on Discord for news on upcoming games https://discord.gg/feafSea
How to Play
- Click the loot cards to choose equipment
- Click on a map node to move there (if it's opened up)
Hotkeys:
Arrow keys or A, S, D - Move along map
4, 5, 6 - Choose cards
1, 2, 3 - Use skills
Q, W, E - Use potions
Developer Updates
Update 13
Features:
- Kong badges added
Comments
petesahooligan
Apr. 29, 2020
It grows with replaying, slowly. I like how it reveals itself, but it's a cumbersome learning curve. Nice discovery path, figuring out how all the parts of the game work.
Thanks :) you didn't have to keep barreling forward through the clunkiness so I appreciate you doing that. I think the game has a pretty unique premise and gameplay, but I'm having a lot of trouble helping the players understand it as it's a lot of new concepts that subvert expectations. I'm gonna keep updating this for a while before starting the next prototype, but I hope I can solve that issue before time's up.
Game_Sniper
Jun. 16, 2020
Man, I just had an absolutely insane run, blessed by the RNG gods.
I thought to myself, I should be able to get Legendary Items unlocked this time, do the Jinxed jungle, that was my only goal.
But I got a 3 piece fire set in the first zone, my strength grew so damn fast and before I knew it, in just one run, I had cleared not only the Legendary zone, but two stages beyond it! I got mythical and set drop rate +50%. Hell, I even managed to beat the first zone of the last stage as well.
So I think i've accidentally stumbled upon my favourite item set and configuration.
Fire set + upgrades hail to slow enemies down and do constant dps.
Hitting hard is nice, but you need agility, which is where Berserk comes in much more useful than anticipated. I originally only picked those up so I could use them before I enter the ice zone, but it's a nice combo.
Oh, and it also created the odd circumstance where I now have +7 base luck without having unlocked it, haha.
lol you know what? That was actually the only case where you can get something before you properly unlock it (the +7 luck thing). I had to do it to make the map nice and compact, and I figured it would be incredibly rare for someone to reach that scenario. But you DID. I'm glad nothing breaks but yea that sounds like an insane run and it's actually impressive for players to handle all the new information and enemies that are flying at them when they progress that fast. Good breakdown and thanks for playing!
hukutka94
Apr. 30, 2020
I really love this game. Random loot + the more you play the better you get is perfect. You can really plan where you want to go, all nodes are the same, so just do some small plan which nodes you want to go to at which order and go play this beautiful game. :) Thx!
Thanks for playing! That was a large part of this game's vision. This is less a game about straight up power progression and more about gaining mastery over the randomness, knowing how to switch up builds on the fly, and where to go on the map as a result. It's rough around the edges but it seems built for players like you :)
l1279371
Apr. 29, 2020
An amazing QoL option would be to be able to click a target destination node and auto progress towards that node automatically after clearing a stage.
Thanks for the feedback! This was something I considered early on and I'm still debating it. The main issue is that it's deceiving in a couple ways. a) I don't want players to think this is an idle game and play it as such. Combat is automated but the player has to be very active. b) Auto advance is generally not the best way to play. Nor is there always a single path to a node. There are 5 direct routes to the final boss, and the best route depends on what kinds of drops/skills the player is using. Ultimately what I'm getting at is that it's a great suggestion and I would use it myself, but I'm afraid it might make new players play the game incorrectly because of the impression/expectations it gives off. I'll keep an eye out on comments about this and am definitely willing to discuss more. I think a good middleground might be to have this be an unlockable feature later into the game after they've understood the concept more.
archn
Apr. 30, 2020
So because you're taking the time to reply, I'll invest time writing. What are the blue and red shields next to our hp mean? How much wisdom is needed to -1? What do the green and blue equipment represent? Can we have auto advance button for when there is only one choice to move forward? I don't see any info on sets. Where is this? One thing I find difficult is knowing the stats of what I have on compared to the item being offered. Can you put how equipping a specific item (should we choose to select it) would affect us, based on having to remove our current item? For example, I have mittens with +3 Str, and I am offered a mittens with +2 agility, I should see (-3) next to str, so that I know how it will affect me. Or is memorization a part of this puzzle? The game is just too fast paced for me to keep track of this.
Great questions and that does help highlight the parts I need to explain in game better so thank you for that. The blue and red shields are armor and regen respectively. Armor blocks a set amount of damage and regen heals you per sec. 20 wisdom is needed for -1. Green/blue/purple borders are rarity and rarity is tied to the number of stats an item can hold (ie. a white item will only have 1 stat filled out). There is an auto advance button coming up within an hour or 2. The set items you have activated should appear beneath the inventory with the same icon as when it's on the card. Now this has been a recent bug where those were turned off so hopefully they are still showing. That mitten scenario you mentioned should work as you described actually, so no memorization needed. You're right that the game ramps up in speed/difficulty as systems get introduced but hopefully with the changes I'm making I can make sure the player is fed the right info to make the right decision.