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Gary Sax wrote: I just bought a new steam game, Loop Hero. It's a run based game with run to run progression (rogue light?). It's hard to describe. It has a very, very creative structure but it has some problems.
Basically, the loop is like an autobattling JRPG, sort of a reverse tower defense. You place the enemy monster generators and the biomes in a sort of tile placement game. Your hero goes around a path and autofights anything on it, simple JRPG style. So you set the monster generators, the biomes, and you do some simple tile placement that generates both monsters and buffs your hero. Your hero gathers equipment as they kill monsters, so that's the incentive to place monster generators. If you RNG a good item, you can jump the curve and have a good couple "loops" around the map which is good thing that lets you recover HP. It's a war of attrition. You're trying to beat a very tough boss at the end of each run, so you can definitely see the finish line even in your first couple runs.
Then, between runs, you're upgrading the village that you start in with buffs, etc. So you're obviously intended to make progress over many runs. One of my issues so far is that individual runs take a longer time than I think they should, I think it's tuned a bit wrong. In particular, the runs take a long time and the resource requirements for the rogue light persistent elements are high so it'll take multiple runs that are longer than they want to be. I also think there's a discovery element to what tile combine together to create new biomes that feels a little trial and error-ey to me in a bad way.
Anyway, the fundamental structure is still pretty fresh if any of that sounds good to you, exceptionally original combination of elements in a game. It also has great music and decent pixel art.
Can confirm that many of the issues I was having have gone away now that I have built some base buildings. There is a lot more going on than I thought; it's hard to explain but the game is basically constructing a JRPG dungeon and then specing your autobattling character through equipment to confront the dungeon you've endogenously constructed.
I still think runs are too long.
I'll also say that considering how nice the graphics are, the white sprite that represents my hero running around the map looks rather janky.
I would suggest not fighting the boss the first 4-5 times and banking resources. The game opens up a lot more with buildings, and if you suicide against the first boss Lich it's going to take a long time.
Gary, my town is full and I can’t build anything. Is there something I’m missing or do they really want me to destroy an existing structure?
There may be something to be just slightly conservative with the enemy buildings and let most of them disintegrate? I find the grove dogs and blood grove buildings very hard but the blood grove flesh monster drops incredible loot.
I have yet to beat the Lich yet, so I doubt I am farther. I assume that is what triggers level 2. I did have him to a shred of health, once.
And I do agree with your original assessment, runs take a bit too long. The 5th or 6th loop is just non-stop fighting. I think it could be cool if they would let you automatically jump to loop 3 with some random gear.
Overall I really dig this game and am glad I bought it.
I found it's all in the synergy between what you place down to fight, getting enough down to fight without dying so you level and gear up, and then assessing what the boss does. The Lich is a pure tank with slow hits, and he doesn't have adds.
Just had a Warrior run that went to the 9th loop. I had the Lich down to 80 health and he killed me. Lost a TON of stuff.