In Loop Hero, there are no mazes or branches for the hero, because he automatically runs in circles. And from above, this initially looks exceedingly plain. The visual appeal of this barren surface ranks slightly above that of Dwarf Fortress - no comparison to the pixel charm of Kingdom. And later you can hardly recognize the white symbol of your c...
- Jul 01, 2021
In Loop Hero, there are no mazes or branches for the hero, because he automatically runs in circles. And from above, this initially looks exceedingly plain. The visual appeal of this barren surface ranks slightly above that of Dwarf Fortress - no comparison to the pixel charm of Kingdom. And later you can hardly recognize the white symbol of your character in all the colorful hustle and bustle between buildings and monsters; there is no zoom or rotation. At least the art design of the characters is quite successful, some things remind me of old role-playing games from the Amiga, the soundtrack is cool and the nicely told and translated story about the lost memory of a cursed world can at least arouse curiosity. Role-playing flair? Yes, there is a bit via the texts of all the characters you meet and who wonder about the abilities of the newcomer.
You start as the hero, as is so often the case with no memory, always in your camp and take a turn, pausing at any time to encounter monsters from slimes to skeletons, goblins, bandits to vampires. As soon as you encounter them, they are automatically beaten up in simple animations with spartan acoustics. At first, you don't even have a weapon, but on the way to your goal, you'll capture tens of swords, spears, shields, rings as well as armor in various levels and colors, all of which you can equip immediately to become more quick-witted and specialize. Since you do this all the time, it's a bit annoying that you can't do this quickly by double-clicking; moreover, you miss information about the meaning of stats in some places, so that you initially skill quite one-dimensionally according to damage and life.
If you survive around and return to the camp, you can use the captured raw materials like wood, stone & co to build further buildings like herb store, smithy & co to start e.g. later with healing potions or basic equipment - so there is a development of the infrastructure. However, if you die before that, you usually lose two-thirds of the raw materials, the level you've reached so far, and all your equipment. You'll always start "naked" and without the great level 7 ax or the high-value vampirism ring at zero.
The gameplay of this adventure is distantly reminiscent of Darkest Dungeon and even more so of Kingdom - especially with its endless loops, automatic combat as well as tactical setup. However, it has a creative trick to offer: Because you determine yourself where and which enemies you encounter on the way, by placing cards at the appropriate spots. Thus, with every action, you decide on desired breaks, the type of loot as well as the condensation of enemies, which is quite fun.
There you can expect bewitching circuit training with a bit of puzzle flair, consisting of automated combat as well as tactical building. Even though it doesn't reach the pull of Kingdom or even the distantly related Darkest Dungeon in terms of presentation and game design and has some shortcomings, it can entertain for a few hours with its character and map management. Only, in the long run, it lacks variety, visuals, and depth, so the eternal sameness gets tiresome here faster than in the competition. The bottom line is that this is solid entertainment, ideal for a long journey where you then slowly doze off.