Looplash
WISHLIST LOOPLASH ON STEAM!
https://store.steampowered.com/app/4584190/Looplash/
It starts simple.
COMMAND THE LOOP
A spinning ring surrounds you, with your skills placed along its edge.
It is a skill loop.
Each skill is triggered when it passes the marker.
Your movement directly affects the rotation speed.
Move faster to accelerate time, or slow down to delay your next activation. Position yourself carefully, align your timing, and turn the loop into your weapon.
SHAPE YOUR BUILD
And then, you begin to reshape the system.
You unlock new skills, rearrange them on the loop, and create new combinations.
Your upgrades can even change the fundamental rules:
- The circle rotates in the opposite direction
- The arena shifts from a circle to a rectangle
- Multiple trigger points appear
- The game becomes rhythm-based
- You become the trigger point
- You become the loop itself
SURVIVE THE CHAOS
Enemies close in from all directions. Survival depends on precision.
- Dodge dense enemy patterns in a confined arena
- Position yourself to maximize each skill’s impact
- Adapt as intensity and complexity increase
FEATURES
- A unique skill loop system with movement-based timing
- A wide range of abilities with distinct behaviors
- Build variety with emergent interactions
- Many enemy types, including elite enemies
- Increasing difficulty with diverse enemy patterns
- Replayable runs with evolving player choices
Gamepad is highly recommended.
DISCORD
We’ll use our Discord to share updates, brainstorm ideas, host playtests, and gather your feedback to help shape the game.
We’d love to have you with us—it would mean the world and give us even more drive to make Looplash the best it can be!
Join us here: discord.gg/TbWZ7M3K
TEAM
Era Soren - Game Design, Programming, Game Art
Enes Kağan Duman - Programming
The prototype for this game was created during the 96-hour GMTK Game Jam 2025, built around the theme: "Loop." Special thanks to Emir Albayrak for his contributions to the initial prototype.
| Updated | 14 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.0 out of 5 stars (1 total ratings) |
| Author | Era Soren |
| Genre | Action |
| Made with | Unity, Aseprite |
| Tags | Arcade, Bullet Hell, Fast-Paced, Game Maker's Toolkit Jam, Indie, Minimalist, Pixel Art, Retro, Roguelike, Roguelite |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Joystick |
| Links | Discord |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Patch v0.1.8 – First Update Since the Jam!Aug 12, 2025





Comments
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My score was 1420. The devs clearly got super trained while making the game — scoring 6k and 7k is insane!
I really like the game's pacing and atmosphere overall, and the visual effects are awesome
premise is nice but it does not translate well into gameplay
the player can essentially ignore the loop and just focus on avoiding and moving constantly
moving is always rewarded
this is direly in a need of some trade off, where not moving will gain something
for example, start with the loop almost empty, and have it populate as a direct result of standing still or moving just a little
or
maybe something that will make timing the loop more meaningful
make the weapons a collectable on field, when the collectible is touche it gets added to the loop at current pointer, but if it collides with a weapon already there player losses bote
or maybe add a collectable bonus points on field that can only be collected while the pointer is in a specific segment of the loop, adding a timing vector to contradict the avoidance vector
to conclude, the premise of a weapon timing loop is a good idea, but nothing yet in the game explores it in a meaningful way
otherwise it is a very well delivered piece, clear, responsive
art and code are solid, solid technical skills all around
Thank you for such detailed feedback! You’re right—at the moment, the loop isn’t as meaningful as it could be, and that’s something we really want to improve. We do have one mechanic where not moving can help: when the spinning saws are active, they last longer if the circle rotates slower, which happens when you stay still. But it’s a pretty subtle effect, and we agree it needs to be stronger and clearer.
Your ideas about collectibles and timing-based interactions are exactly the kind of directions we’d like to explore further. We’re continuing development for a Steam release, and we’d love to have you in our Discord to share more thoughts like these. Would you be interested in joining?
always happy to talk game
I wish I could go back to the days of Disco and talking about games for the love of them
I own a consulting business, aiding companies and creators make game products (which are rarely pc games) so games have become work
that and family life take all my time
I'll be really happy to be informed about progress and come playtest new features
can I be the first in your mailing list? :)
Thank you for clarifying! That makes total sense—I completely understand how busy things must be with your consulting work and family life.
We don’t have a mailing list set up yet, but once we do, I’d be happy to add you to it so you can stay updated without needing to keep up with Discord. In the meantime, I’ll leave the Discord link here in case you’d like to drop by occasionally: https://discord.gg/p4jCS2NwXd
We really appreciate your willingness to give feedback and playtest when you have the chance. It means a lot to us, and we’ll be sure to keep you in the loop as the project grows.
10820 my highscore so far in 0.1.5 (but wasn’t able to get screenshot since some of the keys immediately starts the game 💀) Cool game concept but there’s a huge improvement window related to how game loops itself. It should be balanced in order to make SUPERHOT-like time moves as you move mechanic useful.
Cool :thumbsup:
Cok guzel olmus hocam elinize saglik
Teşekkürler!
Yooo this is such a nice idea! I'd like to see more of this. Good job
Thanks!