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)
- You and enemies take turns on a battle grid
- Cards care about where you are (around you / row / column / short range / etc.)
- Enemies have roles (fighter, archer, assassin, support…) and behave differently
- 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.





