Reviews from

in the past


Im too dumb to understand how this game works. I played about 5 hours, and still don't know what to do. I was consumed by the loop and did not come out a hero.

Did have fun creating the map and the upgrading of your equipment was very satisfying. But, pun intended, I felt I was making no progress only ever upgrading the camp once.

Log will be updated if I pick it back up and develop more thoughts

The idea is unique, and I wish this game was better. I played for a few hours, but it's way too passive, and worse of all - your actions are very limited and unimpactful. I thought placing tiles would be a real puzzle, but it's predictable and simple. so in the end it's just a simple 'numbers go up' hook.

(Logging ratings from glitchwave.com)

kind of a nothing game, but the music bops and it works well as a game to play while listening to something else

i uninstalled it immediately after beating it though lol

loses an entire letter grade due to the gacha mechanic required to get every unique camp item for 100% honestly


Fonte: Lista - Indie of The Year Nominees

really unique concept, but fails to stay interesting after a few hours imo

It's nice but im not a fan of "Make your life harder yourself" type of games

Pretty art, fun idea for a roguelike, but also it just didn't stick with me. Three runs in (all getting to the boss but dying to it) and they all felt so samey that I didn't want to keep putting time into it. Stack mountains in one corner, meadows around treasuries, and equip the gear with the biggest number. Maybe I just didn't get over the threshold of "where it gets fun" but I crave more variety between runs for my roguelikes!

um jogo bem... o que eu ia falar mesmo? esqueci

I will give it credit for taking a look at a genre that had almost no innovation since it's inception (idle games) and making it into a new type of experience with a really strong execution. Although I wouldn't play this game forever, it was fun while it lasted and has a lot of unique qualities to it.

I like, cool aesthetic too

Played from – to: (2021-12-25 – 2022-01-01) – PC keyboard.
‣ 9/10 – Man with multiple personality disorder saves the world.
‣ Game Audio / Soundtrack - 10/10
‣ Graphics – 10/10
‣ Atmosphere – 10/10
‣ Main Story / Characters – 8/10
‣ AI – 10/10
‣ Combat –8/10
‣ Final notes: Loop Hero is probably the most refreshing game I have played this year. It has unique gameplay ideas, great character design, huge replay ability, a story that is enough to keep you engaged and much more. The basic idea of giving the player full control on how he wants to design the levels he is going to play is brilliant. I loved building these impossibly difficult loop levels and essentially making myself fail finishing them without dying. The soundtrack is phenomenal, every time a boss spawns in your loop the overall vibe changes and this upbeat incredible music starts playing that made me bop my head all the way to the end, 10/10 does not even describe how much I enjoyed this games soundtrack. My only complaint is that at some points you hit these dead ends where you must grind for a few hours until you get enough resources to finally progress further. Combat is based on RNG, and you cannot control it. The only thing you have control over the combat is the gear you equip. Having good gear increases your chances of surviving an encounter and moving forward. I also liked upgrading my home camp and slowly see it become a city, building houses for people and crafting tools that help me on each loop. Loop Hero is one of the best games I played this year.

An RPG simulator with rogue elements where the goal is not to get the perfect run to best a challenge, but to slowly devise a strategy and stack the deck so heavily in your favour that you become inevitable.

And then have nothing left to do.

Loop Hero? More like, Poop Hero 😳

Русские вперёд! Чиловое залипалово на несколько часов под пиво и чиксы ( ◡‿◡ )

This is too much for my monkey brain, but it's fun

Started off loving it....quickly outstayed its welcome.

not for me ig, game literally got boring instantly

Entretenido y casi idle. Que lo feo que es no te eche para atrás, te acabas acostumbrando. Habría agradecido menos aleatoriedad, pues para pasarte ciertas cosas lo mejor es tener una build concreta, pero al ser todo random, raro es que te salga lo que deseas, así que aun estando listo para pasar a la siguiente fase, debes ir haciendo runs hasta que sale algo medio decente.

Interesting rouge lite, but there needs to be a Youtube video or something to keep my attention while playing it.

A great strategy game with a cool twist. You stop time and plan for each loop when needed. Great design and music. Gets a bit repetitive.

A very nice pick and play rouge-like. Game seems to play itself but there is strategy to where you place things and when and what you equip. When you flee to camp is probably the most important decision you’ll make. Feels like a looter shooter where you constantly get new gear and are discarding lesser items.

I love the retro pixel art and garbled sound effects paired with the bopping tunes. The character art is beautiful as well and I wish there was more dialogue between them.

I couldn’t stick with the game since it’s a semi-idle game with lots of grinding. I found it fun for the short amount of time I spent with it. I didn’t want to keep playing and start hating the game as a consequence.

I sure do love a good devolver game, and Loop Hero has that quintessential indie goodness at it's heart. The concept for the game is very engaging - an RPG that plays automatically on a loop and while your character levels up and collects loot, you collect cards which you can use to build structures on and around the track which add enemies, villages, and events.

It's a cool idea so it's disappointing that it exhausts itself quickly. The game is intended to be played many times in order to collect resources which you use to build a town in a micro reflection of the main game, placing structures to unlock permanent upgrades, character classes, and special features like resurrections.

As you unlock structures you also unlock new cards and you can customise your 'deck' to access different combos and synergies between the structures in-game. Unfortunately there's a very limited number of cards overall and their actual impact is pretty minimal just affecting some monster spawns. There's also only a handful of strategies that will actually result in a winning game and that is still dependent on the luck of equipment drops. Features like the alchemist, power-up crafting, and farms just feel like they exist to ease the grind a bit but it all feels mathematical, not substantive in gameplay.

The story is interesting but very short with the game only having 3 levels that are effectively identical beyond some stricter rules and number changes. Most of the game will be spent grinding resources to build your home town up. The environmental card combinations were fun to discover, and some of the structure interactions were fun, but in the end it felt like too little to really support the game long term. I imagine that's why there's only 3 levels.

Creative, interesting new ideas being explored, but not very deep.


I thought I would enjoy this game more than I did, but I'm not sure I fully wrapped my head around the deck building concept. It felt like it suffered from feature creep, which steered me away from it.

I never thought I'd be interested in an auto-battler before Loop Hero came along.
This is such a clever game concept, with your hero reassembling the world as they go, creating both positive effects and more monster encounters of increasing difficulty as you go. This makes for a very interesting risk/reward system, especially when mixed with the meta progression system which depends on you bringing back loot you find as you travel the various tiles you place. You lose a large portion of your loot on death too, meaning sometimes it can be more interesting to stop a loop early to ensure you keep all of your loot rather than risk another potentially dangerous loop.

This system of constant risk/reward keeps you engaged throughout the game's story, making for a very unique and fun experience. I do admit that I didn't play it much more after completing the story, but that in and of itself was a complete experience that I strongly recommend.

There's a good idea here held back by bad rogue-lite design. The concept of a deck builder where you're like a tabletop dungeon master, trying to level up the hero while not killing them, is novel and decently executed. However, what most of my play time was spent doing was creating incredibly specific enemy patters for the hero to defeat so I could get some loot drop that's needed to upgrade the base. This mechanic should not have been in the game at all. Beating a boss should be the primary method to unlocking permanent upgrades, not to make intricate trash mob patterns.