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Cyberloop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #787 | 4.068 | 4.068 |
| Enjoyment | #823 | 3.784 | 3.784 |
| Creativity | #1794 | 3.773 | 3.773 |
| Audio | #2035 | 3.216 | 3.216 |
| Narrative | #4928 | 2.136 | 2.136 |
Ranked from 88 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Draw loops to send enemies falling through the arena.
(Optional) Please credit all assets you've used
Font: Pixel Operator
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Comments
love how it looks and love how it sounds!! i loved that u could run into your own holes and die lol and having a finite trail was a fun challenge too! i do wish the movement speed started just a little bit slower so we have a little bit more time to get used to it but once i got the hang of it it was really satisfying :D
Best looper game in the jam easily. LOOPERS UNITE
I've seen a few games where you have to make loops around enemies, I really liked how this one then makes the holes you create challenges for you to avoid as well. It forced me to put extra thought into how big I wanted to be making the loops. I might have liked if there was a way to turn down sensitivity as I felt it was very hard to control (especially when trying to hit health items) but overall still found it very fun! Good job!
Good game me dying from my own trap was surprising especially with how other game handled similar idea so i had too adjust how o make my loop. the space ship is too fast and speed up too fast it feel that its out of control
Nice work! The speed was great and controls were super responsive. Took me a minute to adjust to the speed, but felt great to control once I got the hang of it. Liked the idea of going faster to "reload", it fits well with the gameplay loop.
Flying into my own trap right after I set it felt a bit unfair sometimes, I think making more visually distinct from the background would help (maybe make it red so it's visibly dangerous). I was also hoping that the trail would work as a shield to block or deflect projectiles, would definitely consider adding that as a feature.
Great job, congrats!
Waaaaay hectic but a lot of fun once I got (mostly) used to the speed~
Barely managed a score 528 though and kept running into things whoops~
Had fun with this one, good job~
Really fun! The player speed made it difficult to control, especially at the beginning, but once I got the hang of it, I was able to play a lot better. I still struggled with energy depletion. it would definitely help to add speed lines, motion blur, or a bigger rocket boost particle effect as the player increases in speed. It still was really epic once I mastered the movement!
Even though I have seen multiple entries with the same mechanic and idea but I think yours stand out as the enemy will flee when I start to draw loops and I think that is way much better and logical. Even though yes the player seems to move a little too fast but man, it feels so good with such fluid movement mechanic. It would be nice if there are some upgrades like more health, longer trail, shield for a x seconds etc but considering this is a 4 days jam, it is really well executed and polished imo. Great job!
it looks good and fun to play great job man i am still playing it
Really fun and easy to pick up but a bit hard to play with touchpad
The game looks great. It implements a loop-to-kill mechanic that I just saw in another submission “Hamster Hyperdrive” but my comment there is that the loops do not are not permanent which this game fixes. In this case though the difficulty and controls make it very challenging to progress. I’m playing with a mouse, I can’t imagine trying on a trackpad. Here are some specific things to tweak:
Thanks for the detailed review. I will try to address some of these:
I think there is a learning curve to closing the hole. Typically you start a bit slow, draw a tight loop and cut right through it real fast instead of drawing a circle from start to finish like the other games. This is why the controls needed to be snappy to change speed, so that you can make precise cuts. I realize it’s a bit hard to get the hang of, but I’ve some people play and figure it out in a few mins.
Again, if you draw a hole by cutting through it instead of making a circle, this is much less likely. It still happens though, that’s a bug on our part.
Fair point about the contrast, will keep in mind.
The slow speed controls + camera edges definitely takes the precision out of the game a bit. I personally enjoyed the variation, but I think this can certainly be fixed.
We did mention this in the info graphic in the game description; it recharges when you go very fast by keeping the cursor farther away. I think if you realized this, the energy depleting wouldn’t have been a major issue.
I don’t necessarily agree with all your points, but it is valuable to have your experience detailed out like this. Thanks!
It's a bit hard to make small turns to get power ups and stuff, but overall a polished game with really smooth movement!
I've seen a decent amount of Tron-likes this jam, but I think the polish here really sets it apart from others. The movement is difficult but in a way that feels rewarding to learn, aesthetics are clean, vibes are great, and I found the central gameplay loop really appealing. If you guys want to develop it further I think a mini map and a short in-game tutorial screen of some sorts would work in this game's favor, and also I'm personally not a big fan of the lack of background music, but the gameplay/difficulty is both satisfying and enjoyable, and I quite enjoyed playing this. You guys should be proud (:!!!
good job, very unique !
Nicely built loop.
The idea and execution are awesome, though it's really hard to control.. Especially noticeable when precision matters.
I think its a bit of a learning curve, because I’ve sent this to a couple of streamers and typically half of them are able to master it while the rest give up early. It definitely could do with some tweaks, I agree, but you can in principle get through all the waves as is.
This is probably the best implementation of the circle around enemies to kill idea,
the pixel art with the crt is done really well and it looks really nice.
I would say the difficulty curve is a bit exponential, the controls take a bit getting used to, especially the movement to mouse position being relative to its distance., and the line disappearing too quickly(maybe has that as an increase in difficulty)
The speed boost slider could use a bit of an indicator as to when it is about to deplete and when its about to refill, to give the player some wiggle room to learn escape timings and use it more carefully.
The enemies are well designed, you could add more into the game as well. different player jets maybe to add some progression as well with some in-game currency. Some more SFX and maybe a varying soundtrack as the score increase.
Valid points, and I pretty much agree with everything. Thanks for playing!
art and audio flawless but i think dieing when touching your past loops is whats making the game so hadr
Yeah I suppose that is true but it is also the unique part of the mechanic that you have to be careful of running into your own traps.
Fun Tron-like with a neat style, with some music and maybe some tweaks to the turn speed when your mouse is close to the bike I think it could be even better.
I did notice that the steering is imprecise when the mouse is close to the bike, but I did not give it more thought because that goes entirely against the intended way to play the game. The whole setting is to force you to go fast (incentivized by refilling the power bar and being able to draw tighter loops) unless you have to dodge things, then you slow down as needed and I didn’t find the need for more precise maneuvering in that case. Regardless, I do appreciate the feedback.
That's reasonable, though then I would prefer more incentives for going fast, as opposed to disincentivizing going slow, and maybe a slightly more zoomed out view of the level/shifting the camera based on the direction you're going. Still, good entry, especially for being made in 4 days.
That’s fair. The camera zoom is certainly a common complaint. Thanks for taking the time to follow up :)
very nice instructions sheet on the game page.
your field of view is limited: having an indicator of the closest enemy is nice, but a little minimap like Sinistar or something would have been nice to be able to react a bit better.
Yeah I agree. Minimap was the plan, but we ran out of time. I think simpler would have been to just zoom out the camera but it didn’t strike us at the time. Thanks for playing!