Tags: Loop Hero
Rock, Paper, Shotgun has a positive review of Loop Hero. They discuss things such as what makes the game unique, how it's played, and what makes it interesting. While short, it should give people enough to go on if they're riding that fence on the title. Here's part of it:
Isn't that always the case with an experience system? Name a game with an experience system where there isn't typically a risk/reward mechanic. The higher the risk, the better reward.
Rock, Paper, Shotgun has a positive review of Loop Hero. They discuss things such as what makes the game unique, how it's played, and what makes it interesting. While short, it should give people enough to go on if they're riding that fence on the title. Here's part of it:
Here’s where Loop Hero gets less coherent. The game encourages you to create enough monsters for your hero to fight against and become stronger, so when these additional monsters show up of their own volition, it can be difficult to understand whether you’re being rewarded or punished. There’s an uneasy dissonance between your goal (help the hero win) and the only real action you can take (create a world that’s actively trying to murder them). That mismatch hangs over everything you do, but once you’ve memorised enough of the card effects and understand how they affect your hero’s chances of survival, you fall into a fun and compelling rhythm of repeatedly bringing the hero to the brink of their abilities before backing off again.
Isn't that always the case with an experience system? Name a game with an experience system where there isn't typically a risk/reward mechanic. The higher the risk, the better reward.