![]() It’s akin to something like Slay The Spire, where combat was determined by the card system implementation. Roguelites are much more forgiving since the progression system makes traversal easier the more you play, but Loop Hero does not have the traditional combat system. ![]() In a typical roguelite, combat is quick and precise and what determines whether the player will die on the spot or advance in the game is their own skill. ![]() One of the biggest issues I found within Loop Hero is the combat system. There wasn’t anything that clicked with me during the time spent with it, but there is some definite enjoyment to be found within the ost. It almost sounds like a horror game with how eerie and almost melancholy it is. It is all extremely atmospheric and if you’re looking for a catchy tune you won’t find it here. The soundtrack the game offers accurately sets the tone of the experience, but offers little to nothing else. The tutorial also gives the player a hint on how to keep all your loot that you’ve obtained, and figuring out how to do so is all about paying attention to the game layout. Knowing when to give up on an expedition to maximize your loot is crucial when playing. You can also always choose to go back to your hideout whenever you want, and you keep 60% of your loot collected instead of the usual thirty percent from dying. The game tests you on your intuition of knowing whether you should layback and keep the majority of your resources, or going back for one more loop and potentially losing some of the progression you’ve gathered. Even when you die, you will still keep 30% of all items gathered. Progress in Loop Hero is defined by items you keep after you return from an expedition. What this means is that when you play Loop Hero and inevitably die, you do not lose all progression. To clarify, Loop Hero is a roguelite game instead of a roguelike. Most games of the genre have this appeal somewhat by having things like weapon variety and perks Loop Hero takes it to a whole other level of customization with not only just the classes and weapon types, but the entire terrain is your playground. It fulfills a certain niche not just with being a roguelite, but a create your own adventure sort of way while doing so. For the rock/mountain card example, spawning ten will place a goblin camp in a random location around the map which, as you guessed it, will now spawn goblins in the adjacent tile. It was also mentioned that even though certain cards, for example, the rock/mountain cards that give an HP boost are supposed to help they also have drawbacks that can be overlooked if you aren’t paying attention. Simply put, each run of Loop Hero is determined by you and what cards you put down to build the landscape with. What makes the game stand out from an already niche genre is it’s build-a-bear-like structure that was mentioned earlier.
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