A really well polished game. The game mechanic is fun and has a smooth build-up of difficulty.
Ambo100
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Yes, It can be really tough to balance indicating the mechanic visually (as a loop) whilst also ensuring readability. I suppose for a first time player it's really important to learn the mechanic and then as people play more the focus is on readability.
Perhaps a loop that wraps around the screen could work? As long as it's clear it loops and you can see all the chars on the screen. Maybe something like this HTML carousel demo. Except pressing left/right would move it by one character in each direction, highlighting the middle character that is to be set and showing all the other words before/after?
That's a really smart solution for algorithm. I was also surprised with how quickly I could work out the word combinations in the browser using JS and how I didn't need to optimise it at all.
Thank you for your feedback!
In regards to scoring I was inspired by the way Balatro builds up very big scores. My concern of showing the score before the end of the round would be the player might over optimise their score as much as possible before they submit it, make them spend more time per round then what I think should be ideal.
I think it might be possible to work out a theoretical max score, but as the letters are randomly generated I am not sure how computationally expensive it would be to calculate the highest possible score with 15 random letters and about 170k dictionary words.
I do think the method of scoring could be more easy to visualise though. Currently it is a base score of 1 multiplied by the length of each word so it can get very high. I was thinking it might be simpler to have a score of 100 for each word multiplied by the word length instead but I don't think it rewards long words as well as it should.
Ah yes. I had a similar concern that it would not be clear that the wheel goes clockwise, as the letters on the bottom of the wheel would appear to go in reverse. I had a lot of Twitch streamers play the game and thankfully that wasn't an issue. I did consider having in addition to a wheel a horizontal text box below that would show what had been submitted but I thought it might clutter and confuse the UI a bit more.
This is a mockup I put together quickly to demonstrate:

With the list of words it also took me a long time to find a decent one. First day I worked with this which had 466k words, many of them slang, outdated or abbreviations. The one I use now has 172k words which is much better (specifically used for word games). I removed a few hundred words that were less than 3 characters but the tricky part was removing all the profanity and proper nouns which involved finding other filters online and a lot of manual work.
Wow, it's a surprise to see another Loople game! It's really interesting to see how differently we took the Loop + Wordle idea.
This is very creative and impressive given that it was built in 12 hours. Only one thing I would suggest would be to have the base of the letters aligned for legibility. Especially as some letters are a bit ambiguous at certain angles. Z and N at 90 degrees look alike, as do W/M in some cases.
For the English language data set, I would also recommend this website which I used for my game which I found very helpful.
It took my a while to figure out how to interact with the game. Perhaps clearer instructions either in-game or in the submission page will help. If there is a way to move/remove or clear command chip that would be really helpful, either through keyboard shortcuts or UI elements.
The idea is smart and has potential but it would also be good to have some improvements to usability.
This reminded me of the really fun mechanic beat blocks in Mario games. I think what they did really well is clearly telegraph when the platforms would change:

Perhap using a clear beat in the background and or adding some visual indication of what will happen next, perhaps using a flashing or pulsing animation would help.
I found myself staring at the countdown and trying to move in my periphial vision. Also it was not always so clear when to jump as the countdown would show 0 seconds left for a certain ammount of time?
It's a cute game and I really hope you explore this idea more!
I went into this game completely blind, the twist at the end of the first round was really surprising and fun and I really enjoyed it. Some way to keep track of progress would be nice. Perhaps a score multiplier for each modification added?
The targeted missiles were a good mechanic but sometimes I'd get multiple at once, perhaps having a cooldown between missiles would make it a bit more fair (having time for a missile to be reloaded kind of makes sense).
It's a shame the game jam was not a bit longer as I see a lot of opportunity for this game.








