Loop Hero
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Demo auf Steam verfügbar!
Über das Spiel
Unendliche Abenteuer: Wähle aus freischaltbaren Charakterklassen und Karten, bevor du auf zufällig generierten Pfaden in neue Abenteuer aufbrichst. Kein Durchgang entspricht denen vor ihm.
Plane deinen Kampf: Platziere Beute, Gelände und gegnerische Karten in jeder Schleife, um deinen eigenen, gefährlichen Weg zu gestalten. Finde die Balance zwischen den Karten, um deine Überlebenschancen zu erhöhen, während du wertvolle Beute und Ressourcen für dein Lager sammelst.
Beute und Upgrades: Bezwinge bedrohliche Monster, finde stärkere Ausrüstung und schalte auf deinem Weg neue Boni frei.
Erweitere dein Lager: Stecke sauer verdiente Ressourcen in Verbesserungen des Lagers und gewinne bei jedem neuen Durchgang wichtige Verstärkungen.
Rette die verlorene Welt: Überwinde im Laufe der Saga eine Reihe unheiliger Wächter, um die Welt zu retten und aus der Schleife des Lich auszubrechen!
Systemanforderungen
- CPU: Intel Core2 Duo E4500 (2 * 2200) or equivalent, AMD Athlon 64 X2 Dual Core 3600+ (2 * 1910) or equivalent
- GFX: GeForce 7300 GT (512 MB), Radeon X1300 Pro (256 MB)
- RAM: 2 GB RAM
- Software: Windows 7, 8.1, 10 x64
- HD: 200 MB verfügbarer Speicherplatz
- LANG: Deutsch, Englisch, Französisch, Spanisch, Japanisch
- CPU: Intel Core2 Duo E6750 (2 * 2660) or equivalent, AMD Athlon 64 X2 Dual Core 5000+ (2 * 2600) or equivalent
- GFX: GeForce 8600 GT (512 MB), Radeon HD 4650 (1024 MB)
- RAM: 2 GB RAM
- Software: Windows 7, 8.1, 10 x64
- HD: 200 MB verfügbarer Speicherplatz
- LANG: Deutsch, Englisch, Französisch, Spanisch, Japanisch
Steam Nutzer-Reviews
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1439 Std. insgesamt
Verfasst: 28.11.21 16:10
Man guckt dabei zu, wie eine Figur im Kreis läuft und dabei andere Figuren bekämpft. Damit das nicht langweilig wird, darf man nebenbei die Landschaft und auch ein Dorf verschönern. Das macht Spaß!
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4160 Std. insgesamt
Verfasst: 26.11.21 08:21
Eine Runde noch, der Weg ist das Ziel!
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3668 Std. insgesamt
Verfasst: 08.08.21 18:04
Man muss sich allerdings bewusst sein, dass das Spiel zu großen Teilen aus RNG besteht. Die Karten die man bekommt und die Stats der Items die man erhält sind komplett zufällig - aber stellenweise nicht ganz ausbalanciert. So hatte ich Runden in denen ich alles niedergemetzelt habe was mir im Weg steht, ich hatte aber auch Runden in denen ich bereits im 7. Loop war, aber erst Items mit Level 3 bis 5 hatte.
Die Progression finde ich sehr interessant. Aus seinen Expeditionen sammelt man Resourcen mit denen man sein Dorf ausbauen kann, welches als eine Art hub agiert. Die Häuser bieten diverse Dinge wie permanente Vortile im Hauptgameplay, neue Karten die man setzen kann und Verwahrungsmöglichkeiten für Items die man auf seinen Reisen erhält. Zudem gibt es einen gewissen Puzzle-Faktor: Man kann durch verschiedene Karten-Kombinationen neue Karten zum Vorschein bringen. Das führt dazu, dass man diverse Kombinationen austestet um zu schauen wie die Felder miteinander interagieren.
Durch das voranschreiten der Hauptmissionen und das bauen von neuen Gebäuden schalten sich Dialoge frei die mehr über die Welt von Loop Hero zum vorschein bringen. Sie ist interessant zu verfolgen, allerding geht das ganze im Verlauf des späteren Spiels zurück.
Generell verlangsamen sich Dinge im späteren Spiel. Ich bin nicht ganz durch, dürfte aber so ca. bei zwei dritteln sein. An diesem Punkt gibt es kaum noch Gebäude zu Bauen, Karten freizuschalten oder neue Monster zu entdecken. Die Entwickler haben bereits Content-Updates für die Zukunft angekündigt, aber an diesem Punkt ist man mit dem Freischalten schnell durch.
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1772 Std. insgesamt
Verfasst: 08.07.21 20:11
Und das Beste ist einfach.. man ist stark, hat gutes EQ und denkt sich eine Loop geht noch mit dem full life und den Pots.. :-) und dann wirste abgeschlachtet direkt nachm Lagerfeuer.
gg wp LoopHero <3
Ich liebe dich <3
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4133 Std. insgesamt
Verfasst: 02.06.21 02:20
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4051 Std. insgesamt
Verfasst: 26.05.21 23:35
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240 Std. insgesamt
Verfasst: 04.05.21 12:34
Absolut klasse und sehr entspannend nach einem harten Arbeitstag .
Daumen hoch !????????
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1028 Std. insgesamt
Verfasst: 08.04.21 13:56
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2111 Std. insgesamt
Verfasst: 24.03.21 23:07
In short:
It's not really a bad game, but it gets lackluster after a while. I had fun with the game for about 10 hours. After that, it starts to get very repetitive in my opinion. I would argue there isn't really enough content and variety to keep it interesting until you actually beat it.
In detail:
After an introduction to the expedition mechanics and the base building, the game basically plays like this: You start an expedition and try to collect ressources from various sources while you also try not to die and get stronger. At some point, usually before the boss fight, you decide wether you want to retreat with all your ressources or continue, potentially loosing 70% of your ressources (if you die), but with the chance to advance the story (if you win). The ressources can then be used to upgrade the base, which gives you permanent upgrades. There are many mechanics to keep this interesting for a while, like new cards, new playable classes and so on. After a while you will have seen most of it and the upgrades will become simpler stuff, like additional percentages to hero strength or a couple more potions to carry. After that point, you basically do the same or similar things over and over again, with the goal to acquire more ressources, a.k.a it becomes a grind. Although I pulled through to the end, I am usually weak with grindy stuff. If you don't mind it as much, go for it. There are certainly many good things about it, the visuals as an example.
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1417 Std. insgesamt
Verfasst: 23.03.21 16:36
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785 Std. insgesamt
Verfasst: 11.04.22 05:11
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1238 Std. insgesamt
Verfasst: 08.04.22 02:37
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1757 Std. insgesamt
Verfasst: 03.04.22 21:05
As an Idle game: there's not a lot of depth with the game, unlocks/upgrades are grindy to get. While Idle games like grind/timegates, the upgrades at mid-game doesn't feel worth the time you grinded. Usually, when you upgrade something in idle games, you get a big boost on power level and you get reinvigorated to steamroll enemies until you hit a wall then repeat. While you can farm tons of materials on the last level, it feels useless because you already beat the game or burned out to beat the final boss with other classes.
As a roguelike: there's not enough variation per run. The variation mostly comes from your card deck and since there's only 1 deck that works for a class, it becomes stale. The placement of the cards/tiles also becomes standardized and it becomes boring.
The game tries to incorporate both but fails to be good as a whole, or even one of them. Wish there was a neutral rating, but this time I'm giving this a doesn't recommend. Better games that is worth your time
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443 Std. insgesamt
Verfasst: 03.04.22 12:03
*Charming
*has atmosphere
*gfx
cons:
*very repeptetive
*half idle game
Personally i cant play repeptetive/idle games that much so it kind of depends on your preference.
You might like it i dont though :(
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612 Std. insgesamt
Verfasst: 30.03.22 09:41
So what makes this game drag on if so many things are so good? Currently I have 10,2 hours into the game according to steam. In about 2 hours you will see most of the important and interesting mechanics the game has to offer, after that it uses the same horrible system that a lot of modern roguelikes employ where you have a base that you upgrade, and upgrading that base makes you more powerful. However in loop heroes case this becomes even more important because you barely have any control over the game. If you want to avoid RNG your options are to grind a ton or to abuse certain builds to make it through the harder levels.
So how difficult is this game? Up until what I assume is the final level, I haven't had much trouble at all. But the final level is what made me give up on this game. Its exactly everything I hated about the game combined. This is technically also a deck builder, but your freedom in creating a deck feels like it doesn't exist. The final level is so hard that its hard to win even with using really strong strategies, if you haven't been grinding a bunch like me then your base also isn't strong enough to make use of a lot of these strategies. So not only am I not playing the game the way I want to play it, I also have to pray that it all ends up working out. It completely drains any and all fun that I had with this game and feels overly punishing as a result.
It sucks because I wanted to experience the ending of the story myself. It starts off pretty strong and while it does start getting pretty monotonous, it still is pretty unique and fun. I wanted my time in this game to matter more. But I am not willing to put in another 10 + hours just to see that ending, this game does not have enough depth for that to be the case.
I give Loop hero a very disappointed negative review. I think there is a lot to love here, but to me it absolutely wasn't enough to keep me going until the end. I would rather have spent my time playing something else.
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3665 Std. insgesamt
Verfasst: 27.03.22 19:10
Enemy drops are random but so abundant that you're always going to get your strategies gear eventually, and the deck building aspect, while interesting can actually restrict you, because the game is designed to be challenging enough to warrant a certain level of optimisation in your deck builds. The only actual random element is level up rewards, which are mostly insignificant with a coherent plan.
Once you have a winning strategy, you're only incentive to change it is sheer boredom.
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3224 Std. insgesamt
Verfasst: 24.03.22 00:31
The core gameplay loop, most of the time, is not very fun for me. Even when everything is going well, it isn't very fascinating or enjoyable to watch your character go round and round while you sit there and do nothing except occasionally swap out this or that piece of equipment. It takes a very long time to farm the more advanced resources, so if you want 3 more of some particular orb you have to spend 30 minutes to get them, while accomplishing nothing else. You can't leave the game unattended while it farms away for you, however, because enemies are constantly scaling, so you have to keep an attentive eye on the nothing that's happening. I felt bored in my 5th run, and I felt bored in my 50th run.
Part of why I think this game is boring is that the meta progression doesn't feel very impactful. Broadly speaking, I have very little idea why I'm expanding the village or what I'm working towards in that regard, even after 30 hours. I know the effects of each building and what they do, but I don't feel a cohesive goal to any of it. I have almost every structure built, and it doesn't seem as though I'll be unlocking more, so shouldn't I feel some kind of accomplishment, or feel like I did something good and worthwhile by making all these buildings? I don't really feel any purpose about any of it, and the development is kind of incidental to me. I don't feel as though I've built anything significant. I think this is both because expanding the village didn't help me in any very significant way or change my runs in any very significant way, with exception of the buildings that unlock new classes. I think it's also partly because I was given very little information about what I was working towards, or how each new structure or upgrade fit into the bigger picture.
The way they present information hasn't really worked for me. There's an encyclopedia with most of the information you'll need about the things that you've discovered, but within a run you're given very little info about how enemies and effects interact with one another or how to get a resource, and it feels disconnected. My instinct is always to just do things and see what happens, so it was only bit by bit that uncovered information like which enemies drop what, and what their abilities are, and so on. Uncovering that information ended up feeling tedious, and yet was also one of the only things that gave me any sense of purpose, since I felt I had something to discover. I think if I had relied on the encyclopedia, I would have just stopped playing immediately.
Part of why uncovering that information was boring and unsatisfying was because the meta loop, village progression, felt mostly pointless. Once or twice I got a new resource and felt excited because I could finally build a new thing in the village that I'd been waiting to build. And then I built it, and nothing much changed, and I wondered why I had bothered.
Another part of why it was unsatisfying is that, at least for me, the feedback you're given about why a run is succeeding or failing is not very useful or reliable. One morning, I did a few runs, and they were all very successful. I scaled very well and reached some nice stat breakpoints, and it was quite a satisfying result if not terribly exciting along the way. My long toil paid off when I took down a couple bosses and claimed some large bounties. Later in the day, without changing anything, I started losing horribly and couldn't scale to save my life. I couldn't tell you why there was a difference between them or what the difference even really was.
I don't think the game gives you a good sense of what is working and what isn't, and it sometimes blindsides you, like when you run into the bandit's hidden 5% chance to destroy your equipment, which will almost certainly get you killed on the spot. (Try going from 75% dodge to 0% dodge because your boots disappeared without notice and you died before you realized, it's not an interesting way to lose a run. Keep in mind you'll always be playing at 4x speed because nothing happens for long periods of time, so tragedy can strike in the blink of an eye.)
Anyway, if I keep writing more I'll probably just be complaining about random things, and I think covered the broad strokes. I will probably keep playing this game a bit more, and hopefully it gets better and I change my mind about it, but right now this game feels like it should be in early access and is missing a lot of polishing. I wish I had liked it more.
Edit: After around 40 hours, I had unlocked and fully upgraded almost everything, and finally noticed real changes in gameplay. At this point the game finally became fun. Not super fun, just standard fun. If it takes that long for a game to get anywhere, I am never going to recommend other people play it.
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3341 Std. insgesamt
Verfasst: 19.03.22 02:42
Personally and this is me, i didn't enjoy the grind, but wont judge the game base on that, very recommendable game.
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1708 Std. insgesamt
Verfasst: 17.03.22 16:56
Might be worth getting if it's on sale, but honestly you're not missing much by giving this title a pass.
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2686 Std. insgesamt
Verfasst: 01.03.22 15:19
Just 1 more loop then I retreat back to base. *dies*
Story - Epic;
Gameplay - Epic;
Music - Epic;
Overall rating - 10/10.
I recommend you try it, you will either like it and forget about the concept of time once you start a loop or you might get bored of it.
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2537 Std. insgesamt
Verfasst: 10.02.22 13:59
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3066 Std. insgesamt
Verfasst: 10.02.22 07:42
Worth every penny; even not on sale.
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3690 Std. insgesamt
Verfasst: 06.02.22 03:26
Loop Hero is an excellent casual rogue lite experience overall. Brilliant soundtrack with nice pixel art hook you in very quickly with its bleak atmosphere. It has a very solid blend of card game deck building, auto-battler combat and settlement building with resource management, something which sounds almost like an amalgamation of trendy concepts before you see it in action. If you're a more casual player that feels overwhelmed by the likes of Risk of Rain or Noita, Loop Hero is going to be right up your alley.
But if you're a player like me who likes his rogue lites extremely punishing and deep, this isn't the game. For now at least there's only three classes to choose from, and it feels like there's room for a lot more interesting gameplay twists. The number of cards at your disposal isn't very high either, and even if there are some slight variations between classes, there's little reason to run different deck compositions.
But the worst is there's a card you get access to later in the game that simply breaks the entire balance, and guarantees you one broken run after another. Not only that, but since the game's an auto-battler, once you pass a certain threshold of buffs with the help of that card, the player's input become unnecessary. In other words, the game plays itself, making for a not so exciting experience.
Overall, it's a great game despite my criticism, I even enjoyed my time with it. Not all rogue lites need to be sweat fests, and just because it's not my kind of game it doesn't mean I'd tell others to avoid it.
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1162 Std. insgesamt
Verfasst: 03.11.21 13:08
Some other faults were the sound effects (the daily rooster effect was particularly grating), the limited soundtrack loops, and the lack of voice acting. There used to be a demo to try on steam, and when I couldn't find it, I took a chance at purchasing the game. I leave this review hoping other people will take more time considering their purchase. The game looks good, but the gameplay elements do not have enough to make it worth the time, especially not for the asking price.
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1132 Std. insgesamt
Verfasst: 29.10.21 19:58
I didn't feel my choices had that much impact, or I was forced to obvious choices.
No matter my build, if I get a weapon that's level 12, and I have a level 8 weapon - obviously I'm going for the better one. So I'm left there equipping items that are just a higher number a lot of the time. I found this tedious, along with all the land cards, I wish there was an auto place feature.
At this point I'd say it's an idle clicker game. I expected strategy, and this game is not that.
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7873 Std. insgesamt
Verfasst: 29.10.21 06:10
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310 Std. insgesamt
Verfasst: 25.10.21 05:19
Idk. I didn't get it.
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886 Std. insgesamt
Verfasst: 15.10.21 13:58
I like idle and incremential games from time to time, and since so many people liked this game, I was pretty sure that it would be a game for me. But for me this game feels tedious, unrewarding and too simple, while beeing too complicated at the same time.
I also expected it to be more idle, but in fact there is a lot of mico-management to be done most of the time.
It started okay, so I had fun for like 5-6 hours, but after 15 hours I was pretty much fed up with it and checked if I was doing something wrong, but I wasn't.
Before I use my time for longer explanation, this review sumed it up pretty good and made me sure, that I will not miss anything after deinstalling the game now:
https://steamcommunity.com/profiles/76561198007165405/recommended/1282730/
[b]5/10
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3524 Std. insgesamt
Verfasst: 24.08.21 13:52
I can say without a doubt that it is one of the best Indies I have played this year,
it has beautiful Grimdark pixel art, innovating concepts and a godlike soundtrack,
once I started to play it I couldn't stop until I completed all the achievements,
totally recommended to anyone who wants to have a new game experience.
10/10
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319 Std. insgesamt
Verfasst: 12.08.21 19:08
Unlocking the first few buildings in your camp was nice but really fast it starts to ask for materials that you will spend hours to get just a couple of, it almost seems like the game realizes it has so little content it has to pad the rest of the game with mindless grinding.
The game also doesn't do a very good job at explaining you the deck building system, which is weird after having such a hand-holdy first tutorial, it suddenly doesn't give you any more information, making the grind also worse as only some cards give you certain items that you need to build things with.
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1875 Std. insgesamt
Verfasst: 11.08.21 02:34
A game that lets you place down tiles that affect the map and spawn different enemies. There is also a lot of interaction between the tiles that you place. Unless you look at the wiki and learn all the combos, I am sure that there is always something more that you could create from the cards.
Overall, I thought it was a good game that I could pick up and do a run and then put down. The only problem is that I don't set it down after I get going because it nice to play a game where I can check out mentally and listen to a podcast as my little character fights fantasy creatures.
If I had to give this game a score overall, I would give it a bowl of Reece's Puffs over a bowl of Regular Cheerios.
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3334 Std. insgesamt
Verfasst: 09.08.21 15:15
The gameplay is unique and not easy to master, as you often need to think far ahead so your card placements are the most efficient and don't lead to one part of you strategy completely falling apart.
Don't forget to put your game speed on 180, in my opinion the encounters and movement of the hero are too slow at default speed.
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815 Std. insgesamt
Verfasst: 09.08.21 02:36
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1091 Std. insgesamt
Verfasst: 30.06.21 15:51
Game being grindy is not necessarily bad, I have played some games that are grindy but also enjoyed every second of them, but for loop hero, every run becomes literally the same, boring and tedious. grinding is not even an option, if you want to progress and beat the next chapter you HAVE to grind, you have to use same cards and place them the same way every single run if you want to progress.
Worst part is that you might randomly die from having bad RNG. You have no control over combat. You will get to campfire after several loops, having good combat items and full health and you can safely retreat without losing resources that you got in that run, but why would you? Your hero has no sign of weakness so you keep going and die from really strong enemy combination or from not getting any new good combat items and you'll lose 70% of your resources, which leads to grinding for them again.
There are also many card placement syringes, but the game never tells you anything about them. In fact the game barely tells and teaches you anything. Item and card descriptions are bland and poorly written. You are confused about what this and that item does.
Loop hero would have been much better game if only developers didn't make it so grindy and repetitive. Finishing the game in 10 hours or so is much better, rather than playing it for 40 hours and playing it in the exact same way.
The story was interesting and I really wanted to see how the story and game would end, but it fell apart and became very boring.
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555 Std. insgesamt
Verfasst: 26.06.21 23:42
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798 Std. insgesamt
Verfasst: 26.06.21 15:41
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7984 Std. insgesamt
Verfasst: 25.06.21 12:32
1. No (or little) Complexity Or Depth
I See People Say The Loop Gets Repetitive because variation in runs is low or non-existent, I personally believe these people run the same deck and class over and over without switching to try new builds or supply items. The Complexity comes from being creative and trying new combos and strats out, for example the swamp card makes all healing lethal and 1 of the classes doesn't really use health so you can pair a swamp, witch hut and vampire mansion to turn their healing effects lethal and make your like much easier. I would use more examples but I want people to be more creative and find the cool stuff themselves. Obviously you will run of out of new stuff to find but this doesn't happen that quickly aswell as this game is still relatively new.
2. This Game Turns Into A Big Grind
Now this is one is sorta true but the grind isn't anywhere as bad as some say, it's mostly just building the right deck for what you're wanting until alchemy, want orbs of expansion? run spider cocoons with vampire mansions and battle fields and what about astral orbs? run temporal beacons with bookeries and vampire mansions. There is a grind but there are ways to make it easier.
3. The Bosses Suck
I Agree with this. [spoiler]The Lich is the only one that is ok albeit a bit basic, the other three need changes. The Priestess is quite the jump from The Lich which would be alright if The Hunter wasn't such a bloody pushover, The Priestess's high evade chance mixed with the high dmg from her angels is really tough for when you supposed to fight her. The Hunter as I said is a complete pushover, being able to disable his hounds and then directly target then kill him is dumb when without him his hounds attack slower making them less of a threat. Lastly Omega Is Mostly RNG, I'm not going into full detail about his ability but he briefly removes stats from your character.[/spoiler]
4. Accidently Spawning Secret Bosses
I only saw this once or twice but come on, this is rare! Spawning both secret bosses is something you have to try to do, They are not easy to spawn.
All in all I really like this game and I'm excited to see where this goes. I would recommend buying this game if you like rouge-likes, deck building and maybe idle games, Just don't currently expect to much of the bosses.
TL;DR Loop Hero Loop Good
(EDIT: Forgot to mention alchemy for resources)
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1506 Std. insgesamt
Verfasst: 24.06.21 21:38
I LOVE THIS GAME SO SO GOOD
Just one more loop, then I'll go to bed
This game is great, worth every penny.
Although the full game is live, I see a lot of potential for updates in the future.Instead of controlling the hero's movements, you mainly control what they encounter by placing objects on the loop that create the world--things like cemeteries that can spawn skeletons, villages that can heal you, or swamps that generate nasty mosquitos. These are provided by cards that you draw from a limited deck which you can edit between runs, letting you curate each one to a degree.And while your hero automatically navigates in circles and resolves fights with enemies without any inputs, you also manage their inventory carefully to deal with the increasing challenges that each new round trip brings. Ultimately, Loop Hero challenges you to balance risk and reward by keenly considering all the options your current cards give you to make your next loop challenging, but not deadly.
Pros
-Simple system to pick up
-pixel graphics
-multiple classes playable which adds depth to play styles
-multiple builds available for decks and classes
-resource system to build up camp for roguelike attributes for future runs
-chapters allow for harder runs with bonus loot
-enemies are very balanced in the way they become stronger every loop and in further chapters
-statistics feature keeps track of pretty much all your stats
Cons
-crafted items have clear S-F tiers where lower tiers don't really benefit you much
-special tiles like blood path, hungry grove, etc are found by trial and error. Although it encourages players to try new things, could add hints in encyclopedia to help players find the combos
-there's no way to pause a run and later come back to it, so if you are on a very long run, you have to retreat before closing
I enjoyed this game, I had a great time learning what to do and how to progress. The game’s main strength is how it introduces new concepts over the course of the game. It doesn’t rush everything and drip feeds you new abilities and content to keep you interested.
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1004 Std. insgesamt
Verfasst: 24.06.21 04:15
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818 Std. insgesamt
Verfasst: 31.05.21 03:05
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2494 Std. insgesamt
Verfasst: 29.04.21 22:31
Overall still a great game,
I don't really know if it deserves a negative review.
Hmm.
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2008 Std. insgesamt
Verfasst: 25.04.21 09:16
PROS:
+ First hour of the game is intriguing.
+ A nice try to combine genres to develop an original concept.
+ Even somewhat short and revolves around a single idea, story is good.
NEUTRAL:
~ Pixel art style has its charm (nothing superb and looks somewhat mediocre)
~ Combined genre mechanics works well but half-baked
CONS:
- Repetitive, bleak, grind-fest gameplay.
- Not enough variety to keep you invested.
- Bleak, repetitive soundtrack and sfx.
FINAL:
4/10
Loop Hero has some novel ideas there and there but sum of it doesnt deliver a satisfying game but a boring one. It is overextended with pointless grind, and doesnt have any variety on any part it tries to emulate.
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822 Std. insgesamt
Verfasst: 22.04.21 22:52
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2742 Std. insgesamt
Verfasst: 20.04.21 04:54
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5521 Std. insgesamt
Verfasst: 08.04.21 09:38
Loop Hero is quite the unique game, to describe it as a roguelike would be inaccurate. To describe it as a dungeon crawler would be better but still not quite accurate. To describe it as an RPG manager would be the best way of describing it, a game I would consider closest to this is Darkest Dungeon. The components of the game are managing your trinkets and the campsite, and succeeding in expeditions. When you do an expedition you are collecting resources and if you can defeating the boss of that chapter. An expedition is the main part of the game, your character walks around in a loop while you place down tiles that have an effect on the character or what the character might encounter. Using resources you then build buildings at your campsite. These buildings unlock new abilities or tiles which you can encounter in expeditions. You pick what kind of tiles you will have at the start of an expedition and some tiles have special interactions when placed next to other tiles. Also you can have it on in the background while doing other things. Oh yeah, the games can be short as 15 minutes or drag on for 14 hours, when you beat the boss of a chapter you can keep playing. You can get an absolute ton of resources for doing this which will make you easily beat the game.
The games aesthetics are excellent. Good music, art direction and story. One of the reasons I plugged away at this game was to find out why the world was being unmade and who the hell this skeletal mage is, don’t worry this is literally the start of the game, this isn’t spoiler territory. It’s not going to go into any sort of moral depth but the curiosity of why is enough for me to keep at this game.
The other part of the game is the numbers, Loop Hero is a very math heavy game. You will be comparing a lot of numbers and coming to a decision on what items you should use in a game. This is at first very confusing, something I will address now. There is a rarity system in the game but it works on two levels, the colours are grey, blue, yellow, orange. Grey only gives one stat ability, Orange gives four. However the magnitude of these abilities is a little random and therein lies the second scale of rarity in how good these stats are. Usually the item has a high level compared to what loop of the expedition you are on. The numbers are something you get used to over the course of the game.
One thing I have neglected to mention is combat, simply because that is not your job. Your character will do that bit automatically, they select their targets and begin hacking away at it until it dies. You are a weird spectator in your own game, all you can do is change the environment to benefit your character or make item picks in your characters favour. The weird thing is that this works as a form of gameplay, at no point did I feel detached from my character. The result of an expedition always felt as if it was down to you, the player.
In terms of weaknesses of this game, what I will say is that this game gets repetitive, it literally says it in the title. Thankfully the change ups in the gameplay keep the game fresh for a long time. Once you beat the final boss however there isn’t much left to play for, unless you’re getting achievements. The other problem is more outside of the game where I find the fanbase is a little meta-obsessed. Like any game involving cards there are going to be people out there who will tell you the correct way to play the game, exploration of other ideas is dumb and you’re a stupid person for doing it. Considering I beat the final boss six times without looking at guides, you can easily not look at the community and eventually you’ll beat the boss in your own way. Exploration of the game mechanics is a part of Loop Hero, you’re punished for getting things wrong but there is very much the atmosphere of ‘try again’.
Overall I would recommend this game to people who have played Darkest Dungeon. It’s an easier game and is quicker to complete. I would recommend it to people who play combat based classic RPGs, a lot of familiar mechanics plus this game is on cruise control. I would also say the game is somewhat casual, it doesn’t require lightning fast reflexes and can be paused. If I scaled it in my top 100 it is in the 90’s, not a classic but an interesting niche little game worthy of a good play.
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991 Std. insgesamt
Verfasst: 29.03.21 19:15
Not all hope is lost thou, among the Darkness and nothingness of the void of what once was, you find a Campfire and a very few survivors. Hope engulfed you, and you set out on a journey, to rebuild the world…from the memories you have left…to what it once…was?
Loop Hero is a very interesting mix of the Rogue like and Card Game genres. A mix that works fantastically nonetheless.
Before you start a game, you can build a card deck. You got different categories but are free to mix them however you like, you just have a limit on how much you deck can take obviously. Many Cards have synergies with each other, like buffing each other’s effects when played together, or they do X after Y amount of time has passed. Just some examples.
Unlike other card games though, you don’t use the cards for fighting directly but…
…to build your world! Each time you start a game a loop will be randomly generated.
With nothing on it, beside some slimes! Here is where the cards come into play! Each time you defeat an enemy you’ll get an random amount of cards and gear. The fighting itself runs on auto mode, the outcome is purely determined by your gear and stats.
With some cards, you build the world outside of the loop and with others you place your enemies and building along the loop wherever you like. Each time a day passes new enemies will spawn. For every fight you win, or certain tiles you cross, you will also receive resources.
You can leave the loop every time you want. At the start of each loop with 100% of the resources you gathered, whenever you want with 60% or only 30% on death.
With them you can build your camp. You have an unlock tree to work yourself up, which unlocks new Buildings, which are also upgradeable, to help you on your journey. With certain building your also unlock new cards, and new classes!
There are 3 classes in total. Warrior, which is your starting character, Rogue and Necromancer. Rogue and Necromancer will be unlocked via your camp progress.
Loop Hero is really an interesting mix of different genres, and a very well made one. Of course, the game looks like it does, but it has its charm, and the graphic works perfectly for what it wants to be.
Even if card games aren’t your thing usually (which is also my case) I’m so glad I got my hands on the game. The unique mix works out and it’s absolutely addicting.
This game definitely deserves to be tried out.
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1858 Std. insgesamt
Verfasst: 28.03.21 14:32
The game has you going in loops of increasing difficulty while you gradually fill out the world around your hero's path to give him challenges and enemies to fight, starting with an empty expanse until you have to retreat from the enemies, or encounter the boss. It is a nice, satisfying gameplay loop to build up the world in a way that it gives you the bonuses you need to take out the boss.
Once you retreat or have been defeated you can upgrade your campsite to unlock other tiles, classes, and bonuses for your hero. You get to optionally read up on parts of the forgotten world and have small bits of interaction between the hero and those at the camp to help motivate you on your quest. While simple, the progression has a good pace and does not become overpowered or overly grindy.
The combat is entirely automatic. You have no influence over ongoing combat aside from the preparations you've made- Gear equipped and environment set. Your hero will fight all on his own, leaving you perhaps wondering what there is for you to do. After a few hours even the increased speed setting ends up feeling slow, and the constant stopping and starting as you place new tiles after combat and then have nothing to do when combat starts again shortly after can be frustrating.
Even then it remains a good game. The progression does not take too long to make you lose interest in the simple gameplay and it is pleasant on the eyes and ears. Every part of the game shows that the creators loved what they were doing, and so as long you are okay with the unique gameplay loop you will find Loop Hero to be entertainment at great value.
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651 Std. insgesamt
Verfasst: 27.03.21 05:09
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1003 Std. insgesamt
Verfasst: 26.03.21 11:04
Paused to let you know this is definitely something you will want to play if you enjoy RPG's and a bit of 'Auto Chess' - from dota2 - LoL - and even a bit of Magic the gathering included - because the tiles are representative of lands and can assist you in your journeys
It combines you managing your character's items, with rogue-like features of each run collecting materials, which you can use thereafter to build your base. [If you die you only keep 30% of total resources collected]
The darkness enveloped the world, for you to live in a loop. Everyone's memories are faded. The darkness is so thick that you can lose a branch/stick right in front of you... or it's the forgetfulness. Either way, you are in the loop to mine these resources, level up your items you use, and further the kingdom.
It's addictive, it's definitely nothing like anything I've played before, and to sum it up in these words, still feels short of the overall concept.
Loops : Creature kills gives you cards - which act as tiles on the battlefield:
They can make you face bigger hoards of creatures : more rewarding,
You will continue to decorate the field, and you can even choose whether to add more variety [other tiles] or less,
Depending on the hero you choose, will also depict what items can drop for your character.
The first class is a Warrior - who may equip a ring, armour weapon and shield
Each loop that you complete upgrades the enemies you're going to face next.
Some people say putting the game on automation 4x is what they required because the pacing is slow, but I found that even 2x [with Tab -/toggle on/off - is too much to keep managing your character. They also were required to edit the game INI file - so yeah - it's NOT required to enjoy this game]
When you finally make the building at tier 2 - you unlock the rogue class, and there are more,
It's very cool, and the repeated loops are never the same, or boring.
9 Rock/Mountain tiles will make a mountain range, which then lets Valkyrie's come visit you.
The dialogues with the new enemies, or as the world re-develops again is really good and it's beautiful pixel art everywhere.
Nothing was left unpolished.
I do however feel that the items you have -overwriting the current one - can be annoying, especially for the long-term etc.
The metadata of the items can include:
◘ Attack Speed
◘ Magic damage
◘ Retaliation
◘ Counterattack
◘ Evasion
◘ Vampirism
◘ Defense
◘ Max HP
◘ HP per second
◘ Standard Damage
◘ Damage to All
◘ HP per day [tiles provide this]
◘ Many more + class specific traits too
◘ Crit Chance %
◘ Crit damage %
Eventually, each loop will come to a point where you have almost filled the entire screen. Then, comes the boss {i still need to fight the boss} This will conclude the chapter you're participating in.
Only you can save the world.
Do what is right and support these amazing developers :)
This review will be updated as the game also continues to unfold.
Update #1 :
I just beat chapter one as rogue, after warrior, and chose to upgrade the buildings - Necromancer will be the next class to complete.
Different items on the rogue, make you dual-wield any weapons you find. The main differences being, you need to complete the loop of rogue to get the items, for the next level. It's really fun.
So fun, I said last loop 4x times! on my stream and then won as the rogue -after doubting myself, and lost after that again.
Rogue gets two weapon slots, boots - for evasion, primarily, and the armour.
It's fun playing for resources to get stronger overall. It's fun to try playing different tactics, and honestly, as a jack-of-all-trades kind of person, this game CAN support that, but not too much. You need to focus on a specific statistic that can help you to either avoid damage, or damage everyone, OR< even counter every attack possible - I don't mind doing chapter one over again till I'm good enough to get to chapter two, or you can spam chapter two till you're sick of it.
When you get bored, every time you click Expedition, you CAN also switch out the cards that will drop from enemies, and change literally everything. The maximum cards to go into battle with is 12 - you may not have more, and i think the minimum is 7... :? crazy.
The lightning tower can strike you as a 'random' enemy.
When you place specific land tiles next to other specific ones, you can convert tiles, into different locales - example: changing a village into
Having a 2nd village gives way to Bandit camps - who also generally attack you
There's another type of encampment that are scared of vampires,
You can literally decorate the battlefield with enemies if you feel you're ready for it, or wait, till later, you are not forced to play cards, but you can only hold a maximum of 13 cards in your hand at one time. If you are winning new cards while holding 13 cards, the cards on the left handside will start being discarded to welcome the new ones that you just won.
It's a lot about collecting the same type of stat on all your different items.
I built a building that finally lets met get EXPERIENCE POINTS during the loops! to acquire traits when you level up!!! It's really exciting. It's like fleshing out the game, as you learn more and more --- because... people need their memories back. The gymnasium is a building that turns on the leveling part of RPG's.
Very fun traits - from 1000% damage , to a pet to aid you in 75% of encounters.
Very random, very fun!!
still a few more updates to come!
Necromancer is super cool - Brings skeletons to fight -with attributes like:
◘ Magic HP [which is like a shield before main HP starts being lost]
◘ Summon Quality
◘ Max Skeletons
◘ Skeleton Level
and more of the above from other classes :)
Your skeletons upgrade based on who they are fighting -very cool :D
Item slots includes one magic book [grimoire], two rings, and a neck piece [amulet].
HS: You can upgrade the buildings after initial build too!! [Requires more of the same resources]
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3770 Std. insgesamt
Verfasst: 24.03.21 06:19
Loop Hero is an easy recommendation to almost any style of gamer. You can even pause at any time to contemplate your imminent death forever! Most will get 20-40 hours of playtime, but you can find much more if you get addicted to the loops like I have.
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1624 Std. insgesamt
Verfasst: 23.03.21 13:05
Loop Hero is stuck, being neither an ARPG (where the grind process is fun), nor an idle game (where the player can automate the process). This is its ultimate weakness.
There are some accessibility options (fonts, color), and an interesting narrative.
It is not a bad game, so I recommend it, but with caution.
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Release:02.03.2021
Genre:
Simulation
Entwickler:
Four Quarters
Vertrieb:
Devolver Digital
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop