Projekt LOOP 0.3.2 — Tactical Roguelike Deckbuilder (StS + Heroes 3 vibes) | Looking for feedback

Hey Godot folks!

Projekt LOOP is a tactical roguelike deckbuilder I’m building solo in Godot 4.4.

Playable build is on itch:


What is it?

Most deckbuilders let you stand still and play cards.
In Projekt LOOP, position is the core mechanic.

You move on a grid, play cards, and fight enemies that react to distance, HP, and where you stand.
The idea is basically:

Slay the Spire run structure + Heroes of Might & Magic III grid combat

  • Branching procedural map between fights
  • Deckbuilding / artifacts / risk-reward routing
  • Combat where movement, AoE placement, and enemy roles actually matter

Move. Think. Play.


How combat works (short version)

  1. You and enemies take turns on a battle grid
  2. Cards care about where you are (around you / row / column / short range / etc.)
  3. Enemies have roles (fighter, archer, assassin, support…) and behave differently
  4. Bad positioning gets punished. Good positioning wins fights you “shouldn’t”

It’s not “card game with move bolted on” — the grid is the design.


Progress / 0.3.2

Last time I posted here was 0.2.0 — that was a while ago.
Since then I’ve been working on this for a few months (solo, in between life), and recently pushed hard on making the game feel less like a grey prototype.

What players can actually see now:

  • New branding (logo + title on main menu)
  • Clearer run map feel (less chaotic camera, better readability)
  • New map icons
  • Textured battle floors instead of flat grey grid
  • Better end-of-run / defeat presentation
  • Heroes level separately (Paladin / Trapper progress independently)

Still Pre-Alpha. Things change fast. Bugs are expected. Not fully playtested end-to-end.

Recommended start: Paladin
Trapper: playable but WIP (art/balance not finished)
Co-op: exists as a connect-over-IP experiment, but not recommended right now (mostly unfinished)


Inspiration / why this exists

This started ~2 years ago. I’ve been actively building it for over a year.

Originally I wanted something inspired by Loop Hero (love that game).
Then Slay the Spire — around 2019 I played it a ton, it was one of my favorites for a while… then I drifted away.

When people started talking about Slay the Spire 2, I knew it would be huge.
But I also felt I wanted something of my own.

I love Heroes 3 too, so the answer felt obvious: smash those genres together.
The chemistry was messy for a long time. It’s finally starting to feel like a real path.

(Yes the branching map looks familiar — Mega Crit doesn’t own a patent on that. I studied a lot of writeups and built my own generator for this project.)


Quick note I forgot to mention:

There are basically no sound effects yet.
Music may also be incomplete. Audio is still TODO — focus right now is gameplay + readability.

Feedback wanted

If you try it, I’d love any feedback:

  • combat readability
  • map / run flow
  • card clarity
  • bugs / softlocks
  • “this feels good / this feels bad”

You can comment here, leave notes on itch, or hop into Discord from the itch page.

Thanks for reading — and if you try the build, thank you even more.