12/19/2023 0 Comments Loop hero river placementSimilarly, meadows heal you for a couple points every morning. Some cards behave differently based on what’s nearby, though.įor example, placing nine rock or mountain cards in a three-by-three square transforms them into a mountain peak, which has different stats and daily actions than rocks and mountains. You pick a card, drop it in a valid spot (on the path, next to the path, or out in the void), and then wait for your hero to happen by. Experiment with card placement for weird combinations Spread them out, save the ones you know will be hard to deal with (like swamps, for some reason), and take some time to think about their placement. Instead, hold onto the enemy-generating cards. Very early in the game, this is mostly manageable. It’s tempting to drop every card along the path the moment they come into your hand. Image: Four Quarters/Devolver Digital via Polygon Your job as world-builder (and equipment manager) is to balance your hero’s survival against the value of those rewards. Placing cards means putting challenges in your hero’s way, and those challenges come with better rewards. If you don’t place a single card during a loop, the hero will happily continue fighting slimes in wastelands forever, collecting getting mediocre weapons and unexciting resources as rewards. Don’t place every card or you’ll overwhelm your hero Your job is to balance those three tasks, and that starts with making sure your hero doesn’t get overwhelmed. Graphic: Jeffrey Parkin | Sources: Four Quarters/Devolver Digital via Polygon And that stuff turns into new camp buildings which unlock new cards and classes. Placing cards lets the hero collect better, rarer, and more valuable resources. More killing means more cards and better equipment. Balancing the threeĪnd that’s how all three roles are interrelated: In the hands-off part, the hero fights and collects things, and you’re in charge of making said hero more kill-y. In between trips along the titular loop, you’ll be planning and building out your hero’s camp with structures like a farm, smithy, and herbalist’s hut. Others change the loop itself (the path the hero walks), creating cemeteries and vampire mansions that spawn extra enemies - and more enemies means more drops. Some cards change the terrain (the black void around the loop), adding things like meadows and rocks for health boosts. You place these cards around the map, complicating the loop. World-builderĪs the hero fights, you build the world - think of it like playing as the board on which a board game takes place (or being a dungeon master in Dungeons & Dragons).ĭead enemies drop equipment like swords and shields, as well as cards. As outfitter, you manage the equipment they find by comparing equipment’s stats and equipping the one with the bigger number. Outfitterĭuring a loop, the hero is autonomously walking around and slaying enemies that drop equipment, cards, and resources. Instead, you’ve got three distinct (but related) jobs: outfitter, world-builder, and city planner. The odd thing about Loop Hero is that you don’t control any walking or fighting - the titular hero handles that on their own. We’ll teach you how to think about your role (what you do in Loop Hero), choosing and placing cards, gathering resources, what to build first at your camp, and how to unlock new classes. In this Loop Hero guide, we’ll give our tips for your several hours with the game. The individual parts are easy enough to understand, but it gets overwhelming fast. Loop Hero takes bits and pieces from lots of other games and shuffles them into something new.
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