Likewise, some enemy abilities aren't easy to understand, even though Loop Hero contains tooltips. Particularly for the Necromancer, I had to guess whether +4.3 "skeleton level" was as valuable as +24 percent "summon quality." Did buffing my own attack speed also make my skeletons hit faster? Unclear. One knock against all the loot management is that, like its mysterious card effects, Loop Hero doesn't explain the relative value of every combat stat. It's fun and effective in practice, a hyper-distillation of action RPGs like Diablo: would you rather have 25 percent more attack speed or 15 defense? Then, seconds later: here's some new boots with high evasion-but is that better than improving my critical hit chance? The inventory is permanently fixed to the screen, and as you kill monsters, new gear of differing rarity pops into your inventory for consideration. The other side of Loop Hero's spare interactivity is swapping out pieces of gear, an almost constant task of swapping out helmets, shields, and enchanted pikes. 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. If you’re just here for reference lists and information, we’ve got you covered there, too, with lists of every card and tile combination, as well as lists for where to find every resource in Loop Hero.The essence of Loop Hero is being smart about how you populate its blank board with threats. We’ve got a guide to summoning and defeating the Frog King, as well as a guide to the secret bosses that show you an alternate ending. These secret bosses have specific summoning conditions and take a lot of work to find. We’ll walk you through the first chapter’s boss fight against The Lich with tips on the best traits, equipment, card deck, and builds.īeyond the four chapter bosses, there are a couple Easter egg-like, hidden boss fights. Eventually, you’ll face one of four chapter bosses - and a couple of secret boss fights. We’ve got you covered with our warrior guide, rogue guide, and necromancer guide. Class guidesĮach of Loop Hero’s three classes play very differently, and require different strategies, traits, deck building, and equipment choices. We’ve got seven tips to get you started with Loop Hero’s confusing mechanics, as well as explainers for how to use the healing potion, how to drop items, and how to use confusing Maze of Memories golden card. Polygon’s Loop Hero guides are here to help you through every loop. The individual parts are easy enough to understand, but it gets overwhelming fast. Loop Hero takes bits and pieces from lots of other kinds of games and shuffles them into something new.
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