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Hi  ! I played your game and I really enjoyed the overall idea behind the game. The combination of grid-based tactical combat, cards, positioning, and roguelike progression creates an interesting foundation. The focus on positioning and making strategic decisions during battles gives the game a lot of potential.

The thing I liked the most was the atmosphere and presentation. The music is really good and creates a strong mood, and I enjoyed the different environments and backgrounds. The pixel art style combined with different character designs gives the game its own identity. The card-based combat system also has some interesting ideas, especially with upgrades, relics, events, and different choices during a run.

There are some things that could be improved. The tutorial could explain some mechanics more clearly because I sometimes felt unsure about what certain cards, effects, and systems were supposed to do. The UI also needs some polish, especially in areas like the upgrade screen and card information. Having clearer descriptions for abilities, ranges, and effects would make the game easier to understand.

The biggest issue I had was with the combat pacing. In some fights, especially early on, there were moments where I was mostly waiting for enemies to get closer without having many meaningful decisions to make. Adding more enemy variety, more interesting positioning interactions, and more strategic choices could make these turns feel more engaging.

Overall, Project Loop has a really interesting foundation. The combination of tactical grid combat and roguelike progression has a lot of potential, and I especially enjoyed the atmosphere and music. With more polish, clearer tutorials, and deeper combat variety, I think this could become a very enjoyable tactical roguelike.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Good luck with the development!

Hi HappySealGames,

thank you so much for playing and for such a thoughtful comment — it really means a lot, especially coming from fellow indie devs.

I'm glad the core idea landed: grid positioning + cards + roguelike runs is exactly what I'm building toward. Good to hear the atmosphere and music worked for you too — I've been putting a lot into the soundtrack and mood, so that feedback is encouraging.

You're also spot on about the rough edges:

  • Tutorial — it's old and too vague; I'm rewriting/fixing it (including a campfire upgrade bug another tester caught).
  • UI & card text — clearer descriptions for range, AoE, and effects are on my list; the upgrade screen needs work.
  • Combat pacing — early melee can feel like "move → wait" before enemies close in. I'm working on better enemy telegraphing (intents), variety, and positioning hooks without losing the slower tank fantasy on Paladin. Trapper plays very differently (traps, lure, poison) if you want to see where the grid side is heading — still WIP though.

Lots of overlap with other playtest feedback lately, which helps me prioritize for the next alpha patch.

I'll check out ZAR when I get a moment — always happy to swap notes with other indies. Good luck with your development too, and thanks again for the kind words and the honest critique.

Nasshor