Loop For A While v0.2.8
Loop For a While » Devlog
v0.2.8
New
- Tile Familiarity System — every completed action on an entity (interactable, enemy, NPC) or terrain tile now increments a persistent familiarity counter that carries across loops
- Familiarity stacks with skill speed multipliers and compounds against instability
- Mastery on both axes means instability hurts proportionally less at high counts
- Tooltip action blocks now show familiarity savings inline: time reduction on the left of the timer, mana reduction on the left of the mana cost, both in green
- Entities and terrain tiles now display a familiarity title in their tooltip once you've interacted with them enough times across loops — progressing from Familiar through Practiced, Mastered, and finally Imprinted
- Instability Rework - now operates on a tier system. Below T1 threshold there is no penalty. At T1, actions cost more mana. At T2, actions cost more mana and take longer, multiplied by their current values
- Instability bar now supports tier expansion — each unique shrine completion increases max Instability threshold by 1.0, exposing a new tier.
- Now the purple left segment of Action Bar represents the mana overhead fraction caused by instability
- Instability bar now reflects tiers via fill color
- Background bar now shows marker lines at appropriate tiers
- Added a thank-you popup when the player first reaches the forest, marking the end of the current demo content.
Changes
- Instability no longer adds a flat time overhead per action. Time multiplier penalty only applies at T2 and above
- Instability narrative hints now fire relative to actual tier thresholds
- Visual display of instability effects now gated by instability thresholds
- Removed the “+?” obscured text from instability tooltip
- Action bar no longer has a separate instability phase segment that animates during execution
- Since an instability phase no longer exists, instability no longer pauses action execution — actions now run continuously without interruption.
- XP is now granted throughout the full action duration with no gap caused by an instability phase
- Familiarity order of operations: base → familiarity → skill multiplier → instability. Instability taxes whatever remains after mastery has already reduced the base
Balance
- It’s a mystery as of now, even to me (edit: suprisingly, it’s pretty good? Maybe a bit too fast?)
Fixes
- Fixed inconsistent counting of fights done for the Slime, mixing in actual fights to the queue sim
- Fixed queue sim for containers (i.e. pots) to allow queueing multiple searches
- Fixed a bug where the last action in the queue would flash empty upon completion instead of remaining fully filled
- Fixed the ability to insert actions via the queue editor popover
- Fixed doors fought via queued combat not being treated as open by the queue sim
- Fixed queue sim marking interactable containers as walkable after interaction
- Fixed cursor showing green on impassable tiles with no invalid sound before Control is unlocked
Files
Loop_For_A_While_v0.2.8.exe 111 MB
7 days ago
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Loop For a While
A semi-idle time loop game about optimizing your path and becoming something that shouldn't exist. Made in Godot.
| Status | In development |
| Author | Luk2048 |
| Genre | Puzzle, Adventure |
| Tags | Exploration, Fantasy, Idle, Incremental, time-loop |
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