Space Loop Protocol Demo
Space Loop Protocol
A browser-based incremental game set aboard the research vessel "Aurora", trapped in a temporal anomaly.
Game Mechanics
- Loop system — Each cycle you have limited oxygen. Complete activities to gain stats and unlock new ones.
- 5 stats — Strength, Intelligence, Agility, Endurance, Perception — each activity trains specific stats with weighted percentages.
- Permanent progression — Loop exp converts to permanent levels that persist across loops, providing time acceleration (+1% per perm level).
- Chapters — Progress through the ship by completing chapter-ending activities. Demo includes chapters 1–3.
- Items — Discover items during activities — they provide bonuses and persist across loops.
- Automation — After enough completions, activities can be added to an automation queue.
- Two exit paths — Most chapters offer alternative routes (e.g. force the door vs crawl through vents).
AI Disclosure
This game was developed with significant use of generative AI (Claude). AI was used for:
- Writing the majority of the game code (JS, HTML, CSS)
- Generating activity texts and translations (Russian, English, German)
- Balancing formulas and stat progression
The game concept, story, chapter structure, and design decisions were made by me. AI served as a development tool to implement my vision — I directed every feature, reviewed all output, and manually adjusted values and texts throughout.
| Updated | 1 day ago |
| Published | 5 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 2.0 out of 5 stars (4 total ratings) |
| Author | IdleClickerCreations |
| Genre | Simulation, Role Playing |
| Tags | AI Generated, Idle, Incremental, Sci-fi, Singleplayer, Space |
| Average session | A few seconds |
| Languages | German, English, Russian |
| Inputs | Mouse, Touchscreen |
Development log
- V0.3.21 day ago

Comments
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The indicator for time gained or lost doesn't work properly with the messages for gaining oxygen.
When starting the game, it's in Russian for a moment, and the button to loop the last action in the queue is always in Russian.
It doesn't make sense that the flashlight increases agility and not perception.
If the empty injector is reminding the protagonist of past loops, maybe it should increase intelligence instead of endurance.
The game should have an export function.
My save glitched out.
Hey, thanks a lot for the detailed message — really appreciate you taking the time.
I’ve already fixed the startup language issue, added an import/export function, and did a pass on the save system to address the glitch you mentioned.
As for the other points (UI indicators, stats tied to items like the flashlight and injector), I hear you and I’ll take those suggestions into account going forward.
Thanks again for the feedback — it genuinely helps.
no problem
I found a bug or missing content, after a few loops i managed to everything in chapter 1 and 2 in the same loop, and still have time for some in the 3rd chapter, but when i went back from chapter 3 to chapter 2, i was unable to go back to chapter 3, meaning i had to spend 100 seconds looping from chapters 1 and 2 to finish the timer and loop again.
Thanks for the report — good catch.
This has been fixed: Chapter 2 ↔ Chapter 3 return paths now work correctly. After unlocking access to Chapter 3 (via the door or ventilation), repeatable return activities are available in both directions, matching the method you used.
Appreciate you pointing it out!
Np :)
And for another thing, but thats more personal than anything else, it's that it would be nice to have some kind of "map", because my memory it's not the best of this world, and i'm struggling remembering the combined actions that unlock new tasks, if you don't wanna make it a starting feature, you can make it unlockable in the 3rd chapter when a kind of map is mentioned.
so ive played for a few hours, got to the end of chapter 2.
this is extremely middle of the road, and very obviously AI generated.
I think my major problem is this reminds me of terraformental and is worse in every respect in comparison.
If i remember previous loops, why cant i get the code for the cryodoor to speed up its opening? if I know the chapter 2 door is to the north, why do i need to read the logs and then the map to get access to the door again. many of the 4/5 -> 5/5 choices offer nothing but a snippet of flavor text. Why are you offered the choice to re-decode something again, just for a small oxygen boost, instead of knwoing the decode already and getting a smaller task to access that oxygen.
it's like you chose every option to make this game more grindy and less enjoyable.
Wow — a clone that reminds you of a clone. Truly a shocking revelation for the incremental genre.
Comparing the game to Terraformental after a few hours and two chapters is a bit like reviewing a book based on the blurb and the first two chapters. Especially funny here, because by chapter 2 the game already starts hinting that the ship itself is not static — it changes, mutates, and each loop is similar, not identical. Remembering facts is not the same as the environment obediently freezing in time.
Regarding the “empty” 4/5 → 5/5 choices: those are also deliberate. They exist specifically so that automation isn’t a brainless “max everything” checkbox. The game is designed around finding the shortest viable path, not filling bars because they exist.
You’re absolutely free to dislike that design choice. But calling every decision you personally wouldn’t have made “grindy” doesn’t really say much about the game — only about the kind of experience you expected going in.
Still, thanks for playing for a few hours and taking the time to write feedback. Even middle-of-the-road essays require some commitment.
And yes — before you ask — this reply was also written with the help of AI. Try not to let that overshadow the actual design discussion.
considering two chapters is 66% of the content I feel its pretty fair to critique a game. just like comparing two similar games to better explain what I found dissatisfying about the game experience.
I told you what would make the game more enjoyable, and made more sense from a "time loop" perspective. that does not mean you have to agree or follow it, i simply offered my opinion.
while I have problems with games made by AI, my comment about AI wasnt the fact it was made in AI, but that all choices made in the game seemed the most generic possible (aka AI), which according to you, were the choices you personally made.
I assume the comment about the reply being made with the help of AI is a joke.
You seem to have a chip on your shoulder for doing.... not a lot.
Sorry for my middle of the road essay about your middle of the raod game.
EDIT: rereading your comment I just wanted to say that calling another game a clone when you made your's in AI is a little insulting to someone who actually put hard work in writing the code themselves.
That’s fair — two chapters is most of the current content, so criticism is valid.
The friction you’re describing is intentional design, even if it’s not to your taste.
As for the AI point: I clearly state in the game description that AI tools were used. Those choices were deliberate and not a result of “letting AI do everything.”
And just to be honest — in my view, Terraformental feels like a clone of Increlution made with Unity AI, so calling my game a clone of it is a bit ironic.
No insult was intended toward anyone. Thanks for clarifying your perspective.
--- edit
The AI comment in my reply was a joke :P
The loops stop working after the first one. It says the loop ends, and then nothing happens, and there's no way to force it. Might want to fix that.
Hi! This happens if you refresh the page at the exact moment it's saving at the end of a loop. You can manually reset it by going to Settings — Reset Loop.
No, this happens... every time. Every loop beyond the first, it does this. And as I said, using the "reset loop" button does not reset the loop.
I’ve made another attempt to fix the issue with loops getting stuck after the first one. If it still happens, could you please tell me what actions you’re doing right before the loop ends (and whether it’s always the same setup)? That would really help me track down what’s triggering it.