Omamori, said to provide protection and luck to the holder, are traditional amulets sold at Buddhist and Shinto temples.
In Omamori Loop, you platform and blast your way through ever increasingly difficult 2d pixel art levels, collecting new power ups, and facing larger and larger swarms of enemies.
As your characters power and abilities increase, so do the amount of enemies you face, and so does their strength. Destroy more enemies to get more power ups and further your chances of progressing even further each run.
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Omamori, said to provide protection and luck to the holder, are traditional amulets sold at Buddhist and Shinto temples.
In Omamori Loop, you platform and blast your way through ever increasingly difficult 2d pixel art levels, collecting new power ups, and facing larger and larger swarms of enemies.
As your characters power and abilities increase, so do the amount of enemies you face, and so does their strength. Destroy more enemies to get more power ups and further your chances of progressing even further each run.
As your characters power and abilities increase, so do the amount of enemies you face, and so does their strength. Destroy more enemies to get more power ups and further your chances of progressing even further each run.
The levels are procedurally generated from previously constructed room templates to form each unique level, and have a few different types of areas.
The main weapon mechanic of the game is very much influenced (by influenced I mean the same as) Cave Story, in enemies drop energy that is collected to increase the level of your weapon. When you are hit, it drains, and eventually can drop that level back down.
The same drops that destroying enemies leaves is also spent at randomly generated shrines, where you can purchase Omamori, which help increase your chances of making it further through each run. They can give you anything from increased health, a double jump ability, new weapons like a missile launcher, or just a higher chance of collecting larger drops from enemies.
I hate to describe games as x meets y, but it can be helpful for various reasons, so I guess the best approximation would be Cave story meets risk of rain.
The gameplay has changed a bit as development as progressed. At first it was quite a bit slower, with enemies that kind of felt like bullet sponges. Realizing this, the design has shifted to much easier to kill enemies, but in much larger swarms, and with weapons adjusted accordingly. The gameplay has gotten much more frantic, arcade like, and hopefully more enjoyable.
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