Relooped
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completed
45 ratings
rated 3.0 stars, 45 ratings.
Posted February 15, 2025. Updated February 16, 2025. Played 2251 times for a total of 1373 hours.
description
A mod of delooped by ducdat0507 that adds new upgrades and meta-progression! Currently in beta. Feedback appreciated :)
ko-filatest update
QoL Patch #1 0.6.1 February 19, 2025
- Added the option to open 10 capsules at once
- Added a new research upgrade













newest comments
- towers probably should only increase the cost of other towers of the same kind? the cost scaling would probably be higher in exchange, but this'd help reduce the strength of plasma spam if its cost goes up a lot while also encouraging more experimentation with towers
- more towers that could hit out-of-loop enemies would be nice, even if not as fast-attacking and omni-ranged as something like snail is, though this realistically also sounds like a pain to implement. an idea i could see working out is a generic DoT tower as an Effector with low damage but a very high duration, either triggering on enter or exit loop. but i don't think this is maintained anyways...
- the cost of the speed manip researches should be lower (and the cost of unlocking the categories of upgrades removed {i think that there are categories that need XP to unlock?}). it gets tiring when you're moving at 1x speed for multiple runs
- the fact there's only one kind of enemy (from what i've seen up to cycle 50 in normal) really sucks, there could maybe be modifiers that add certain kinds of enemies? or they could be part of a full-game rebalance mod
- some of the researches should be cheaper or scale slower, doing multiple runs just to get your starting 50 exp sucks
- first playthrough, it's very hard to read the main menu UI, maybe text should be added under the bubbles
not sure if these issues make sense for others but this is how i feel after a bit of playing this
Add a heealth bar to the ennemy
I know the game is new and i think you alr think about but if you need suggestion send me a priv message :)
SyntaxError: illegal character U+0040
When you lose you can choose to restart or go to the main menu.
top comments
There's ultimately very little tension between building tall or building wide. You have no way to funnel units to your strong setup. You must cover a certain percentage of the grid with damaging or mitigating towers to survive, but buying cheap towers scales all the costs and pushes your ideal setup way farther into the future. This might have led to fun gameplay where you have to reorganize on the fly, except you are also heavily punished and prohibited from trying to sell and rebuild. There's a huge focus on boosting income, but everything suffers from "exponential cost, linear benefit."
There's seemingly little thought to quality of life. At a certain point in a run it becomes optimal to upgrade all your towers once rather than buying a new tower, but who wants to click 50 times to improve your overall dps by 3% rather than buying a new tower that increases it by 2%. The margins can be narrow, so you probably have to, but it's miserable. You have to individually go through the quest log clicking each one to get the rewards. You have to click the open capsule button over and over to get its tiny benefits, which nonetheless must be what drives the plot forward.
Reading through the towers, there are so many things going on that I would love to experiment with, that genuinely seem to lead to different playstyles and win conditions, but I just don't want to click that "Start Game" button again.
Of course, there will definitely be people who will love all the optimizing of early game builds to get you into whatever dream setup you want, or people who will be happy to grind capsules until it doesn't matter what they decide to build because everything works. And that's great.
buying new towers is not a good idea, because it scales pretty fast. and it scales every other building.
but upgrading existing towers is also not a good idea. because the dots are going to be in other loops. not the one you have coverage on.
It doesn't feel rewarding, like you're doing something wrong but you don't know what it is.. i like the gameplay loop of roguelikes and btd6. and, i feel like this is a mix between the 2. a tower defense with random aspects. and you need to adapt to how the rounds go by. but. free play, in btd6 has scaling. it's supposed to be hard. but here. you're dropped into free play. the game becoming harder by the minute. I do like the idea of this game. but, there's something missing, maybe a tutorial?.. maybe make it easier to unlock stuff but harder gamemodes?.. idk.
can't place benjamin on round 1. :(
2nd round was like.. oh this is actually gonna be somewhat hard...
3rd round.. this is way to much rng and you have so little gains..
some rounds later im like.. should have given me a starting pill way earlier...