![]() ![]() ![]() Make it too easy, and you'll probably fail to kill the boss or earn enough resources to make the trip worthwhile: wood, food, and mysterious orbs you need to build and upgrade new structures back at camp, the persistent layer of Loop Hero. Make it too hard, and you'll get pummeled. Loop Hero becomes a game about tending a vicious circle, a gauntlet that perpetually regrows deadly shit that scales up in level each time you complete a loop. Each run becomes a small experiment: what if I drop a bunch of spider cocoons and sand dunes, which lower all creatures' HP? What will river cards do if I intersect them with the road itself? Can my Warrior survive two adjacent tiles filled with giant sandworms? You do not decide where to move or what to attack you can only build the level itself and hope that the machine you're piecing together is good enough to give you enough XP, resources, and gear to make you strong but not kill you outright. What Loop Hero adds to the "fight, die, repeat" formula of roguelikes is this indirect action. The essence of Loop Hero is being smart about how you populate its blank board with threats. ![]()
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