Please, read How To Play first as we didn't have time to implement in-game onboarding .-.

How to play








This game is an entry to Gamedev.js 2025 and it is participating in the following challenges:

  • Open Source by GitHub - https://github.com/Omhet/lootcycle
  • Build it with Phaser by Phaser Studio - This game was built with Phaser 3.88 and React 18 using the official react-ts phaser template (thank you guys for this one!)
  •  $NOODS by OP Games - This game was vibe-coded using Github Copilot agent (mostly Claude Sonnet 3.7 and Gemini 2.5 Pro Preview)


Game Description

Welcome to Lootcycle Inc. — the kingdom’s finest (and only) dungeon junk-sorting station!

Lootcycle Inc. is a Management Sim where you control a claw machine to craft valuable loot from dungeon trash. Sort and burn junk, craft new loot, and upgrade your abilities. Turn adventurers' junk into your treasure!

In Lootcycle you must balance between:

  • Burning junk in the Furnace to heat up the Cauldron
  • Using junk in the Cauldron to craft new loot from it
  • Keeping junk in the Pile for the next recipe




Future plans

Our personal challenge for this game jam was to come up with some idea that could be potentially turned into a bigger game for Steam, and we think we found it! Even though the jam is just two weeks, we thought of a lot of stuff that could go into a bigger game.

Here are some major bits we’re planning to add after the jam ends:

Better and more interesting collecting/crafting – More different claws (like a magnet claw, for example, similar to the one in Dungeon Clawler). More types of junk that will have synergies both in the junk pile and in the Cauldron and Intake. A better crafting mini-game too — right now it’s just "press Enter when you see smoke," but we want to come up with something more interesting

Clients – Heroes and various adventurers will come to your station’s stall to buy loot for their dungeon runs, eventually generating even more and better junk for you to craft into new loot to sell back to them. That’s basically the Cycle. The Loot Cycle (^o^)

Stats – Loot you craft (and clients) will have a set of stats like INT, STR, AGT, etc. Just like in RPGs, heroes of different classes will need different loot and will pay more for gear that suits them better. This should add another layer to the client system and tie clients and crafting even closer together.

Heroes Guild (Quests & Reputation) – This will be an entity that gives you quests and lets you upgrade your talents using the reputation points you earn by serving clients and recycling loot.

Other stuff – More content (recipes, junk types, upgrades), better graphics/sound/UX, onboarding, and other quality-of-life improvements.

For now, we think of this future game as a mix of  Dungeon Clawler x Jacksmith Holly Potatoes! A Weapon Shop

If you like this idea and have any suggestions for the full game, please don’t hesitate to let us know. Your feedback is super valuable to us!

We’ll also post updates after the jam ends to share how development is going. So, stay tuned!



Ye Olde Credits

  • Master of Claws and Chaos: Omhet - Game Design, (vibe) Code, Sound

  • Supreme Trash Alchemist: Airadavometra - Game Design, (off-vibe) Art, UI/UX

  • Crafted for: Gamedev.js Jam 2025

  • Loot used: 
    Code: Phaser, React, TS, Vite, Zustand, VS Code, Github Copilot
    Art: Procreate, Figma, (itch capsule partly by ChatGPT)
    Sound: ElevenLabs
    Music: Riffusion

Big Kudos to Evgeny Viitman for the art inspiration. You work is gorgeous!


P.S. If Itch.io being itchy, give it a try on https://lootcycle.vercel.app/

Comments

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Gameplay and Critique ;)