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Of all the games I expected this to be like, Persona 5 wasn't it. That is to say, there's some neat stuff here - especially aesthetically - but I just can't get past it being such a profound waste of time.

For every hour you spend in Loop Hero, I feel like maybe 10 minutes of it are actually engaging on a gameplay level, placing your blocks, risking your health balance and trying to make synergies work. The other 50 minutes are you waiting around for something to happen. Seriously, that's it. The maximum speed for getting your hero to walk about is way too slow and the battle speed can't be sped up at all, DESPITE YOU LITERALLY HAVING NO CONTROL OVER IT AND IT HAVING LIKE 2 ANIMATIONS AAAA.

And it's really a shame, because the game is pretty neat. The aesthetic and weird horror elements are by far the best thing the game has going for it, lending the whole thing this unique atmosphere which is like a more interesting darkest dungeon, and integrating map building with a deckbuilding game is actually fun and has some great synergy stuff going on at times. I also really like the music.

But yeah it should literally be going 5 times as fast as it does, especially as it can be paused. About 70% of the average run is spent doing micromanagement of your equipment that makes next to no difference BECAUSE THERE'S LITERALLY NOTHING ELSE TO DO.

There's also the shite progression system. If you just unlocked cards and classes, I'd probably be fine with it, but the basebuilding of the camp seems to do nothing but just make it so your early hours have even less things to do than the "complete game", which is effectively hidden behind tens of hours of even worse tedium.

So yeah, there's nuggets of gold here. And if you're into these bullshit skinner boxes whilst listening to a podcast, this will certainly make the hours go. But it's such a fucking waste of time.

If they patch it to go legitimately 3 times as quick or more, I'd consider giving it a go. Until then, avoid.

It's alright. Definitely not as deep as I wanted it to be, I thought that the gameplay being mostly idle-based would allow the game to go crazy with rpg/strategy mechanics but the game is still really simple even 10 hours in.

Also losing in this game feels absolutely terrible since you lose 70% of the resources you've collected if you die, and unlike say Hades or Dead Cells you can't go "Oh well at least I had fun on that run" because there is no fun gameplay loop to soften the blow of a failed run.

Enjoy watching people playing this game, and it's a really well crafted design. I'm not sure if I'll play though cause I don't want the idle aspect to take over.

The allure is undeniable and, as someone who generally despises idle style games, I think this offers just enough to be more interesting, but I've come to realize that the current circumstances in my life have just been agreeable to its "depth" which is to say I can kind of mindlessly chill to it after particularly exhausting work days. I'm recognizing now that that's incredibly faint praise, and normally this likely wouldn't appeal as much.

It's also been nagging at me trying to figure out what's especially not working for me, and I think it's actually the downfall of Void Bastards from a few years ago. For a "roguelike" style game the stakes in Void Bastards felt low to me for a handful of reasons, namely that randomly assigned traits could just make runs feel worthless before they even started, but also a typical run didn't feel like it offered much resistance--so either I was blowing through a run or I was just immediately doomed. I didn't feel like I was learning anything, which is honestly a terrible feeling for a roguelike.

Same vibes here--if I don't get enough encounters early on I'm probably just screwed because I'm not able to improve fast enough and the run is cursed, yet even in those runs they remove the risk for you too easily. I can run away practically at any time and keep most or all materials I've collected to chip away at passive upgrades with base building. And when the run is going better I'm murdering creatures at a faster rate than I can even process. Everything just leaves the impression that I'm either lucky or I have a pulse.

I don't regret playing it, and I did enjoy the slight differences between classes--I only played the warrior and rogue but the latter was different enough to revitalize my interest in the game when it was waning a bit. I don't think I'm intrigued enough to try the necromancer though. Oh well.

This game has a lot of promise and tragically middling delivery. The core concept of automating the boring parts of RPG combat and instead focusing the player's attention on building challenges for the hero to grind on is brilliant, and the vista of exploratory potential that appears the first time you set two tiles next to each other and they combine in an unexpected way is instantly compelling.

The problem is, Loop Hero trips over its own feet at every opportunity. It dangles exploration in front of the player but then punishes them for diving into it by making most tile combinations produce run-endingly powerful enemies. It completely fails to explain important mechanical interactions, a fact made much worse by a dire lack of copy editing which results in the each game concept having multiple different names in different places. And the different classes feel more like difficulty levels than play styles, with a good Necromancer run being a cakewalk and a Rogue run being a struggle at the best of times.

I'm excited that this has entered the cultural conversation, and I'm not sad to have spent a week beating it, but I'm also happy to see the end now that I've beaten the final boss.


I need to put more time in, still going back and forth. I love the mechanics but it feels like you spend sooooo much time not doing anything at all, even with 2x speed on.

This review contains spoilers

TLDR really cool concept, execution is a bit sketchy in places but this review was only written a few weeks after release so hopefully there will be some rebalancing and other QoL updates that fix some of the problems below. If you like management style games you'll probably enjoy this, a lot of the systems feel quite similar to Darkest Dungeon as well so if you liked that game then definitely give this a go. I've finished the story, but there's some completionist stuff remaining that I may get round to finishing at some point.

I have a lot to say about this game so this is going to be a long review. Some of my gripes might be fixed with updates, so this is as much feedback as it is a review.

Really good design decisions
The basic idea behind the game has been covered by loads of reviews already, you go on expeditions, in which your hero automatically walks round a loop fighting enemies, and when they defeat enemies you gain cards which can played to place tiles in the world, equipment which buffs your hero during the expedition, and resources which you can spend on permanent upgrades and new card unlocks in-between runs. Prior to each expedition, you can equip 'supply items' to give yourself a boost, and construct a deck of cards which determines which tiles you will be able to place during the run. The different tiles spawn particular types of enemy, and provide buffs to the hero either when they are adjacent, or globally. Certain tiles will transform when placed next to specific other tiles (for instance, a Meadow tile transforms into a Blooming Meadow when placed adjacent to any tile that isn't a Meadow or Blooming Meadow), and part of the fun of the game is discovering these interactions by yourself. The meat of the game comes down to setting up a world in which your hero is given the specific buffs they need to farm specific enemies as quickly and safely as possible, because once sufficient tiles have been played a boss will spawn, who will destroy your hero if they aren't levelled up enough. Concocting builds is a really interesting puzzle, and unlocking camp upgrades with different resources incentivises you to avoid using the same build every run. There are 3 distinct hero classes, and around 25 different cards to play with, so you have plenty to think about. Camp upgrades are required to unlock 2 of the 3 classes, most of the tiles, and many additional mechanics, so the full complexity of the game is not thrown at you immediately. The various tiles all do interesting things, although some of them are really not useful in practice (more on this later) and the balancing act of making sure the difficulty of the loop doesn't go beyond the hero's ability to fight it is really unique. The art style is very cool, and while the worldbuilding and lore isn't fantastic, it could definitely be worse.

Less good design decisions
I have quite a lot of gripes about the game, so I'll address each one in turn. The first one to get out of the way is the limited options for speeding the game up and avoiding having to watch fights. I won't say much about this because it is apparently due to be fixed, but for now bear in mind that there is some wasted time.
The game doesn't expect you to beat the boss on each run, it instead expects you to retreat when you're not strong enough and use your resources on camp upgrades. The problem is, if you don't retreat immediately before the start of a new loop, you lose a portion of your resources if you retreat anywhere else, and you lose even more if you die. Given that there is substantial random variation in the effective strength of a given loop due to random unit targeting and semi-random enemy spawns, this asks you to correctly make a very complicated estimation about whether you will make it around one more loop, which makes it very slow to initially get going with camp upgrades before you know what you're doing.
The game hides far too much information. There is an unlockable 'Encyclopedia' which records information about enemies and tiles you've seen, but it is missing huge amounts of information, such as enemy stats and loot value, which turns the game into either lengthy trial and error or tedious recording of things with pencil and paper. At one stage I discovered a hidden tile that grants extra "magic damage", but given that the game tells you nothing about how "magic damage" works, what enemies it's effective against, or anything like that, I just never used that tile. I feel like there is probably a lot of extra depth to the game that I am just missing out on, because the game never reveals it to you.
Finally, the balance is pretty poor, and this also hurts the variety in ways to play the game. The Rogue is by far the best class, with so many broken interactions (Arsenal, spiders for mass trophies, outposts, forest+desert+crit stacking) that they leave the other 2 classes in the dust. Similarly, many of the tiles seem so bad that there's no reason ever to take them unless you haven't unlocked anything else [spoiler](mountains, swamps, storm temples, treasuries, chrono crystals)[/spoiler]. It's hard to tell whether there are in fact hidden uses of these tiles that actually give them a situation in which they are good, because the game doesn't give you enough information to ever justify picking them, and my experimentation hasn't been particularly successful either, so I can only assume they are just bad. Hopefully there will be major rebalances and clarifications to the exact effects of all the tiles, because the game system is really promising and open to expansion, so hopefully there will be more content added in future.

Final thoughts
For a lot of the time I spent playing this game, I kept coming back to the thought of "Wow this is a cool idea, hopefully someone else will come along and make a better game based around it". My attitude has softened somewhat as I've got used to how the game works, and there's no denying the core design is really clever, but it does still feel pretty rough around the edges. Hopefully the devs will fix a lot of the more glaring issues that have been pointed out since launch, and in any case I'm interested to see what happens with this game down the line. Definitely deserves most of the buzz it's been getting.

After about 10 hours of playtime, I considered throwing in the towel on this one. I'd spent the last several expeditions ramming my head against chapter two. After watching Jorbs play it a little bit however, I picked up on some of the nuance of the game that I had completely missed. The next 20 hours of play time flew by and I loved every minute of it.

I wish the game was a little bit better about explaining its meta-progression: how to aquire certain resources and what those resources are used for. If I hadn't done outside research, I would have quit the game to play something else. That would have been a shame, because this was delightful.

The music and pixel art is so great, also. Placing that last tile, summoning the boss, and having that soundtrack kick in is an AMAZING feeling.

Loop hero is cool but has a few problems

Mezcla extraña de generos que funciona a la perfección y que solo se ve lastrada por unos momentos de grindeo sin sentido.

Tremendamente adictivo, extremadamente recomendable para todo el mundo.

This game didn't click with me the way I had expected it to. It was fun for a while, but after a while it started feeling like runs were not being determined by any sort of skill expression, but rather just by luck. Sometimes you get the nut pick ups/tiles to place, sometimes you don't. There is room for skill expression, where you place tiles, what equipment you choose to equip, skills you choose to level up, etc. But it doesn't feel like I'm having much say oh whether a run succeeds or not. I got up to act 3 and lost interest. But I must emphasize that I enjoyed my 10 hours I put into the game! But I'm good for now.

good but uninstalled after and hour or so

It can be a difficult task to describe Loop Hero in a single sentence given just how weird this game is. "It's a rougelike rpg." "It's an idle game." "It's kind of like catan?" Even putting those sentences together can make it a hard sell, but honestly there truly is a lot more going on this game than I expected.

This game is honestly both creepy and kind of funny at the same time, especially after the game lets you explore more information behind the locations and creatures of the world you are trying to recreate via memory. Fighting a ghost of a ghost is still a funny concept for me, but learning more about what they actually are was a creepy experience!

Usually when I finish a roguelike game (Hades, Moonlighter being recent examples) I feel relieved to be done, as if I just finished some chores. Loop Hero's climatic finish honestly makes me want to return to this fragmented world someday if there's some dlc campaign or sequel.

It's honestly rare for me to love a game I initially thought I would bounce off from, but this is one of those games.


Ah yes, it is I, the roguelike hater. Who somehow found himself playing yet another roguelike.

To be honest I haven't been playing this for some time now, but was deluding myself into thinking that I was gonna come back to it. The thing is, I still have no patience or interest in the work you have to put on to master a game, which is the end goal of this genre, but I can't deny the inventiveness at play here. Unlike something like Hades, that is perfectly round but at its core very familiar, this specific combination of ideas turned into something truly authentic, and I'm fascinated by it even though it's really not for me.

One of the most interesting takes on roguelike games. Your characters runs laps around a path and you build the scenery around them to place enemies and other stuff on the road. After that you go back to the town to build stuff and make some upgrades. The game loop (hehe) is pretty satisfying and offers enough variety to get you going through the 3 chapters with each of the 3 characters. Really good game, highly recommended for fans of the genre.

I've got about 10 hours in so far, which feels like I'm just scratching the surface. I can see through the building menu that I have a long way to go, and I haven't managed to beat the first act (that boss sure is beefy).

I see kind of a mix of reviews and impressions online and among my coworkers who have all picked it up as well. Some are saying it's highly addictive (true) and you're constantly debating which gear to swap, or where to place an enemy (I do okay with surface-level whims). Others are saying it's just an idle game, no depth, it's boring, etc. Both extremes are totally valid perspectives.

Here's why it gets a 4.0 from me so far. For me, it's this great blend of active thinking and passive chilling. This has become my "plow through a podcast backlog or listen to a whole album you've been putting off" sort of game. It's exactly the amount of engagement to keep my hands and eyes busy while letting my brain focus on listening to something else.

It's been really enjoyable for me so far. The progression is a little slow, but I've cleared out so much more of my podcast backlog than if I was trying to listen while, say, scrolling Twitter or catching up on the Backloggd Discord.

Different games are good for different moods and situations, and this is sort of the ADD curative that my dumb brain needs. Plus, it's very chill. This is the chillest roguelite that I can think of. But if you're looking to be fully engaged and challenged with deep systems and mechanics, this isn't the game you're looking for. This isn't an Isaac or a Maj'Eyal or anything like that. I like it for what it is to me.

I enjoyed my time with Loop Hero so far currently 20 hours in and still thinking about new setups to use for each character. I think Hades really opened me up to trying roguelikes and Loop Hero is another gem in the genre for me

A shallow, slow, repetitive, and largely RNG-driven grind. It's a strangely addictive grind, for a while—largely carried by the throwback DOS-era aesthetic and the hints of an interesting story. But eventually you realize how much the game rewards cautious, conservative, and fundamentally boring odds-based play over experimentation or strategy, and at that point the grind really starts to grind on you. I would only recommend it as something to occupy about 10% of your brain while watching TV or half-listening to a pointless conference call.

Extrañísima y original mezcla de idle RPG + tower defense + roguelite que funciona increiblemente bien, muy divertido y sobretodo adictivo.

It's a fine way to spend an afternoon, but once you realize its an idle game that actively wants you to stare at it for hours on end to get anywhere man I turned it off.

Visivamente bellissimo e concept molto interessante, ma per i miei gusti TROPPO rng.

This game isn't gonna be for everyone but holy cow was it made for me. Like someone used an algorithm to figure out what exact ingredients need to be in a game for me personally to get addicted to it for weeks on end.

Want to go back to it...Got to chapter 2. optimizing is fun, but i'm always grappling with the feeling that im unsure how much attention i should be paying to each individual development in a run, or when i'm able to just let the game idle without placing new tiles/equipment. it's got a lot of things operating under the hood and reading about the meta, or watching Jorbz/Northerlion break it down in vids has been just as interesting of an experience as playing it firsthand.

Sim City and Rogue had a baby, it grew up to be Loop Hero


Su estilo gráfico es muy bonito, su mundo, su sistema de combate, pero no me va lo de que no te expliquen 30 cosas que son necesarias para avanzar, ese ocultismo me lleva a seguir una guía, y si además de usar una guía y gastar 7h de farming me pego de bruces contra un muro pues no. Oye que no está mal pero no tan obra maestra como se pinta

el arte de este juego es excelente, los sprites y musica ambientan muy bien pero el gameplay se me hizo bastante aburrido como cuando el juego te hace farmear una cantidad estupida de items con MUY poco droprate o simplemente te toca equipo de mierda durante 3 loops seguidos y bueno en resumen me parecio un juego alargado de más hasta para ser un roguelike

An auto-indulgent mix of card collection, inventory management, tower defense, idle game, and roguelike. You've seen what it has to offer plenty of times, it feels pointless. The only positive point of the game is its visual and sound design that resembles classic RPG style.