After managing the camp, the player can then embark on another expedition by selecting the chapter of the adventure, the cards that will be available during the expedition, and the hero’s class, all to gather more resources or attempt to defeat the chapter’s boss that will appear once enough cards are placed on the field. Different buildings may also grant new types of cards and even unlock new classes for the hero. The smithy will give the hero basic equipment at the start of each expedition, while the herbalist’s hut will unlock the use of potions when battles turn for the worst. A library will unlock the experience bar during expeditions, which awards the selection of a trait from a pool of three choices every time it is filled by killing enemies. A variety of quirky individuals will make their appearance as the player expands the camp, most of them offering their services to spice up the gameplay. It starts with just a campfire, but other facilities can be built using resources gathered while out on an expedition, the only thing that is retained after the hero returns to camp. The camp acts as a haven for the survivors of the world’s erasure. The randomly generated looping tracks start out empty, but will get busy pretty fast. If the hero isn’t defeated, they will end up back on the camp tile, where some of their HP will be restored to take on another lap around the track, facing even stronger beasts, or else stay at camp and rest. Other cards have to be placed on the roadside and have an area of effect, such as lighthouses speeding up both the hero’s walking and attacking speed. Rocks, mountains, and meadows are used to fill the black void that surrounds the looping track and affect the hero’s stats, such as their HP cap and the amount of health recovered every time the sun rises. Biomes such as groves and swamps can be put on the road to increase the number and variety of enemies, which means better equipment and more cards. Defeating monsters gives the player pieces of equipment to improve the hero’s stats, but also cards that act as memories of how the world once was that can be placed on the ground to varying effect. Encountering them triggers a battle, where the enemies and the hero trade blows automatically. Expeditions take place on a looping course that is empty save for the starting camp tile and the enemy slimes that randomly appear after an in-game day. What better way to convey this hopeless situation than making a card-based rogue-like experience where the players have to battle their way through beasts and monsters, only to end up at the starting point and do it all over again?Īfter setting up a bare-bones camp, the hero sets off on an expedition to find out if someone or something has been spared from the lich’s curse. Loop Hero takes place in a world that is facing a cataclysm: creatures, environments, stars, and even memories are being erased by a lich, and an unnamed hero is the only one who can stop it. What I didn’t expect was to become completely hooked on its premise and gameplay. I didn’t quite know what I would be in for when approaching Four Quarter’s Loop Hero, but publisher Devolver Digital’s solid track record of games gave me the impression that the game would be an interesting experience. When things finally click, it’s extremely rewarding to see the little hero traversing the road over and over again with little to no problems, collecting resources and ever-improving gear, with everything working like a well-oiled machine.
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