
Loplight is a twin-stick shooter taking inspirations from Hermetic lore and old alchemical concepts. Explore the ruins of this world, find out who's responsible, and defeat the monstrous creatures blocking your path.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
4/10. It's profoundly mediocre with nothing setting it apart or interesting. gameplay is just boring. why play this when you could play something like nex machina or geometry wars?
If you decide to play this game, you should know that to select the "New Game" menu option you should press the E key as the game doesn't tell you that, and of course the common selection inputs such as spacebar and Enter and left click do nothing: if you ever come back, you should use the W/S keys (no, of course you can't use the arrows keys or your mouse) to move the cursor from "New Game" to "Continue" before pressing E, unless you enjoy erasing your one and only save file without confirmation. Once you actually get in the game, press Enter to pause the game and show the controls: no you can't rebind them, yes the game doesn't have mouse aim yet attacks are bound to mouse buttons, no the game won't hint at the controls or how to see them in any way. You can also use the Esc key to switch between fullscreen and windowed. As for the game proper: [list] [*]The screens are too small for how large character and bullet sprites are, fighting is annoying and if you can it's better to dash past enemies. [*]Normal enemies respawn every time you enter their screen, as if you needed more reasons to dash past them. [*]One health pip = one hit, but sometimes a projectile double/triple hits , sometimes a projectile ignores your usual immunity frames, and sometimes both happen at once on the last phase of the final boss and you get one-shot from full health, isn't that fun? [*]Manual saves only on a single slot, don't forget to use every save point you see. [*]Sometimes you'll get stuck on the edge of the playable area when moving between screens, there is no way out except quitting the game and then continuing from your last save, hope you didn't forget to use that save point :) [*]You can't go back to the screen you just left without first moving away a bit from the screen border, so if you accidentally go back to a screen full of enemies you'll probably die before being able to correct your mistake. [*]This is a strictly linear game, with the exception of a single optional scene with no impact on anything else. [*]The best "strategy" for boss fights is to tank everything and spam heals, not like you have many other options with how little space for maneuvering there is. [*]The game is pretty short, less than 2 hours, and it's still not worth that much of your time even if you refund it afterwards. [*]The story is super generic once you look past the alchemy references. [/list] The art is ok, but absolutely not enough to salvage everything else.
This isn't a bad game: I'm sure I'll be thinking about it for a long time. But not necessarily in a good way. First of all, the gameplay is fine, the visuals are excellent if you're into surreal body horror, and the story is passable: except for the ending. It's very sad and makes the entire journey of the game feel meaningless. If you like tragedies, go ahead and play this. If you don't, like me, pass on this one.
I'm sorry but this feels like a teenager that played dark souls once made this in an afternoon. I don't recommend this.
Loplight is a quad-directional twin-stick shooter/ lite adventure game with a heavy focus on a somewhat abstract narrative and some relatively heavy themes. Mechanically, the game is quite linear and mostly consists of brief conversations with NPCs, and extended combat sequences during exploration. The game utilises a clever reload system based on ability use: Your gun is weak but infinite, and successive hits with it reload your sword charges. Your sword is VERY powerful, with a huge cleaving range, but only has 3 charges. You also have 2 healing charges, which themselves are refilled by your sword strikes. There's also a block/ parry, and a dash, and the game presents you with different attack-types, mostly indicated via colour, that you can use each different ability to deal with. All that said, It's a bit on the easy side and you will likely find yourself leaning into whatever works best for you, rather than being pushed to use all the mechanics regularly. Before we go any further, it's important to note Loplight is a game you can finish in about an hour and a half, so keep that in mind if short length is an issue for you. For me, a well-contained and concise story is absolutely a plus, especially when you consider how much atmosphere, personality, and rad tunes are jammed into that runtime. The (mostly implied) story of the world is fascinating, and is uplifted by the excellent design work. The relatively limited colour palette evokes, at times, a range of games from older Zelda titles to the NES Ninja Gaiden, but consistently maintains a unique style all its own. While at times environments might seem simple, they inevitably give way to gorgeous scenes populated by fantastic NPC and Monster design. TLDR: I highly recommend this game to anyone looking for a bite-sized little action game with an extremely unique identity. It made me happy, it made me sad, and I'll be jamming to those tunes for a long time. Loplight rules.
Dont do ths to yourself. There is effort here but the price is not justified in any way shapeor form. The gameplay is INCREDIBLY easy and unisteresting, more like an excuse not to call it a visual novel or some crap like that. The art is far inferior to many other things... so what is the selling point of this game, the tone and the story, which after going though a sludge of a game, just when you are about to go meet the final boss, you encounter a game breaking bug, you get stuck between 2 stages, the ONE enemy who could kill you to go back to the save point just goes away off screen and since there is no "load" mechanc, nor can you end yourself, you close the game.... and when you fire it up again "new game" is the only working option. DONT DO THIS TO YOURSELF
Got this solely for the description and visuals, and damn, am I glad I did. I do not think I fully understood all of the symbolism as I do not know that much about "Hermetic lore and old alchemical concepts", but nonetheless, the themes and story were still very interesting. The "shoot/cut/heal" mechanic was really interesting and would be cool to see it further developed (or used in a more complex way). Definitely will look into the dev's other games. Highly recommend!
The base gameplay loop is nice but could definitely use some polish. The story is really weird but still oddly compelling. And of course, since it's a Scumhead game, the monster design is top notch. Overall, this game is janky as hell yet somehow beautiful and definitely worth it.
I think it was an alright game. I sort of like that once you start just trying things with the controls, you learn how everything works. The story is ok but I do not really understand what it was about other than wanting to be a star. The story is kind of confusing to be honest. Good Nice art Nice music It’s a short game It’s easy Not so good When I tried to change the screen settings, it messed with my computer screen. And then when I closed the game, the image of the menu screen stayed, I then left clicked and dragged on my desktop to make a box and clear some of it. I ended up restarting the computer but I think changing the settings messes things up a bit. Also, the game started in a super small window. Pressing continue on the menu screen before pressing new game, freezes the game. The story sort feels like a highschooler wrote it. And sometimes it felt like they just played bloodborne or dark souls and got inspired to write like that. Our main character is another silent protagonist. Though, they do “talk” to the other characters, we don’t see it appear on the screen. Level design and placement is kinda clunky. I went around an entire level and back, only to figure out where to go cause one little part of the screen sort of looked like I could go there. The space to fight the enemies is so small, they even have the advantage to hit you. Then you move left to try and dodge an attack and you go to the last screen, and then you have to fight the right screen enemies all over again. I ended up just walking and dashing past all of them at one point for pretty much the rest of the game. Your character appears above or below objects in the game. Like part of their body will be seen below an object that is above them. Hard for me to explain but you can actually go back to the last screen you were on. The level transfer doesn’t trigger unless there’s more space between you and the invisible trigger, but with the enemy being so close, you have to then fight them or take a hit before going to the last screen again. At the start of the game, this was a little frustrating when you don’t know how the game or the controls works. I fought some sulfur queen and that whole fight she was flashing and the screen was flashing. Wasn’t pleasant to play and I had to look away for most of the fight. Luckily the game is easy so it was an easy fight. But pretty much every boss fight is like this… How does the Hemelos bad guy know the name of our player character? I died on the train because of the long blast and the train music still stayed on when I was brought back to the savepoint. After beating the boss, it stopped the song. Why do the save points have to be at the start of the level or so far from the boss fight? The controls sometimes don’t register, which make dashing or jumping instant deaths, which also means you have to traverse through the entire level platforming again with these not so great controls. The controls are kinda clunky. I don’t think the game should require such platforming near the end. With no save point or no way to save before these jumps, it makes platforming hard. And why L2 to jump and L1 to dash when it becomes side scrolling near the end? Even though the platforming is actually easy to do, I felt a bit frustrated by it because of the controls. You really need to press jump before moving and you better hope that it worked before you start instinctively moving your character. I think the best way to play is with a gamepad. The keyboard and mouse controls won't allow you to look in one direction while standing and shooting. Conclusion It was a short game that I was interested in seeing how it ends. I’m thankful that the game was very easy. The little character using dual guns reminded me of games that I played on newgrounds.
The artstyle and sprites are impressive and add charm, but it masks the bugs within. I unfortunately encountered many frustrating game-breaking bugs playing this, some even to the point that ruined my entire save file and would have forced me to start anew. Near reaching the end of the game, there was a savepoint that when touched, flung me into a narrow gap between a bottomless pit and a platform, and now the character is stuck there eternally, after every reload. There is no way to escape, nor a way to load a previous different checkpoint. Given this title is now over three years old, I don't expect that to get fixed. The rabbit is cute, at least.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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