![]() These tile changes set up your hero’s run, what they’ll be encountering, and how they perform. Vampire House tiles would sit outside the path and add vampires to any enemy encounters that spawned along the path. Mountain and rock cards increase the hero’s HP whereas meadow tiles would increase how much HP the hero regenerates every morning. Cards are turned into tiles that would change either the path of the hero or a tile in the blackness of the abyss that surrounds the loop. As you place cards, new monsters will appear and drop new equipment or cards and later in the game, experience. ![]() Cards are dealt to you from various actions, including, killing monsters. Once it’s full, they’ll replace your campfire tile with a boss encounter.īefore you embark on a new expedition, you’re given the opportunity to select what cards you can receive. As you place cards, the boss’s summon meter fills up. In order to summon the chapter’s boss, you must play the cards in your hand. If you die though, you give up 60% of the resources you’ve collected, preventing you from building out your campfire and either getting better equipment or unlocking new classes. Equipment is randomly generated and not kept between expeditions, so if you’re having a particularly good run, it might be wise to keep it going to fight the boss. The goal is to collect resources, equipment, and cards that allow you to either fight this chapter’s boss or return to the campfire with the resources you’ve collected. Our hero leaves the campfire and embarks on a closed loop, randomized in every expedition, that begins and ends at the campfire. But the gameplay loop itself, pardon the pun, is so engaging that I didn’t even notice how long it had been before the last story piece had moved. The story is intriguing and the bits and pieces of the story they lay out for you aren’t so spread apart that you starve. As he does, he runs into a lich that explains there’s a “Him” behind all of the actions happening in the world, and although the lich participated, he is not responsible for the actions of “him” and cannot rewind the passage of time. Our hero is the only one that can leave camp and fight monsters, so that’s precisely what he does. ![]() Fortunately, a small group of humans comes looking for shelter and begins building a campfire. Our protagonist, the Loop Hero himself, wakes up to find emptiness. Loop Hero kicks off with the world ending. Will it blend? Oh, it absolutely blends, and it’s delicious. Offering the experience of not directly controlling the hero but having a hand in everything else and giving every new loop a new experience. We’ve been treated to quite a few different melding of genres into Roguelikes but Loop Hero is one of the first I’ve played that attempted the alchemy required to merge Management Sim with Roguelike. I was excited, not just because it seems like that might be one of the final goals in Loop Hero but also because Loop Hero offered such an enjoyable experience I couldn’t wait to play more and see where the story went. “Am I going to get to punch god in the face?” I asked myself as the second boss of Loop Hero gave their death speech.
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