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There are plenty of games that are made that consist of a fantastic idea but lack any of the heart that can make it something truly inspiring. Its almost hard to look at examples of this because seeing that a great idea is simply being limited by the lack of passion is perhaps worse than any other type of failure. Thankfully, today’s topic, Loop Hero, is a fantastic example of the kind of game that can be crafted when a solid concept, dedication, and careful planning are used during the development process. This does not mean that it is entirely without fault, but Loop Hero is a head above many other deckbuilding/roguelike titles because of this sincere effort to produce a comprehensive, fun, and unique experience.
Loop After Loop
The core idea of this game is incredibly simple and plays like a fusion between Enter the Gungeon and Slay The Spire. Your loop hero will continue to adventure and explore down a randomly generated loop in order to gather resources and loot while occasionally battling enemies. You can use an assortment of cards to provide your hero with a fair advantage against tough bosses. You might be inclined to immediately place down any cards you collect, however, after what was probably a few too many failures, I learned that this wasn’t the case. I’ll leave it to you to determine what method is best, but I’ll at least say that timing and preparation is everything.
You can hold 13 cards at a time – any extras picked up will be turned into memory fragments, which, once you’ve collected 10, will turn into a book of memories. There’s a variety of functions that different cards have, some provide you with loot while others can be placed on the road or in the open to alter the battlefield near enemies. Honestly, I liked this feature because its quite accessible to any player. It would prove tough to master, but this method of play takes away a lot of the tedious grinding normally felt with rogue like games.
You’re also able to choose one of three loop hero classes, the warrior, necromancer and rogue (the latter two are unlocked through progression). Each has its own proficient area of combat that you can build a class around – even the warrior can make it through the game with enough strategy.
Gloom and Doom
The gameplay is satisfying, streamlined, and tactical. You won’t fully get it the first time around – subsequent runs will be necessary in order for it all to click. I enjoyed the different classes and what they have to offer along with the gameplay design, even if some of the loops are entirely based on RNG (a large complaint in the community). Upgrades can level the playing field for progression, but you will be bogged down by some runs purely through chance.
What really brings this game together is the setting and lore. Is dark, damp, and gloomy the whole way through and has an added atmosphere thanks to its dingy music as well. Perhaps I just like dark settings, though I feel Loop Hero stands well on its own for its artistic direction alone.
Deckbuilding and roguelike elements create an interesting approach to the genres that was created with a lot of love. I highly recommend giving this one a chance even if these aren’t your preferred genres.
- Unique deckbuilding roguelike approach
- Interesting lore and art design
- Comprehensive combat system
- Runs heavily based on RNG
- Learning curve can be steep
- Can get dull with extensive playtimes – its not an idle game but there’s not a lot of active playtime