![]() ![]() I put Loop Hero in the class of excellent-but-not-masterpiece indie games like Into The Breach or Heat Signature. There's still the Secret Boss you can do if you wanted to stretch it a little further. So you can start with the graveyard and kill people for max HP, but then get lucky off the ghost and unlock your extra gear slot too. This means sometimes it can drop the random tile that unlocks your extra gear slot (or the graveyard). One fun thing that is entirely random but which can make a run trivially easy (or at least much easier), especially for a necromancer: the highest level ghost, when you kill it, drops some random tiles. Let me make actual choices rather than trying to get me to feel a dopamine hit every X minutes so that I keep playing. I feel like most of the randomness aspects are just in there to trigger the slot machine psychological reflex that you get when you get a good drop, and I hate that kind of game design. Rather than a deluge of random loot dropping all the time, 95% of which is worthless, drop gold and let me spend the gold at a shop. Rather than random tiles, when creatures die give me some points and I use those points to purchase the tiles from my deck. I think a better version of the game would've cut down a lot on the randomness: rather than random talents, have a little talent tree that you fill out when you level up. There aren't as many interactions between different tiles as I would've liked, a lot of the tiles are not very useful or useful only in weird situations, and you kind of have to have a fairly limited deck (and thus even fewer options for using tiles with each other) if you want to make sure you get the tiles you need early enough not to die. A lot of it comes down to luck with talents and (to a lesser extent) gear, and the necromancer seems very overpowered. ![]() The gameplay itself is fine but I feel like it's a little limited. I love the game's atmosphere and story and graphics and sound. This loop was originally set up to farm that stupid resource that only drops from mages or something but it ended up being a pretty good way of farming lots of stuff. So my magic HP kept scaling up, and anyways I was untouchable long before then (the magic HP talent was the last one I got, and as you can tell I was super high level). This loop could've kept going basically forever, since I had the talent that gives me +0.5 magic shield HP when I summon a skeleton, and I was summoning 8 skeletons minimum each fight, and usually a few more since some would die during the fight. On my next run I think I basically beat the game and there's nothing left for me to do: I beat act 4 once and wanted to see if there's anything else to do - I hadn't unlocked everything or built all the building types yet so I figured I'd try to do that. Looping around CH2 farming Battle Fields with Vamp Mansions and stuff got me enough. Blood Clots (stacking Battle Fields) also drop them at a high chance, Ghosts drop them, Vamp's Bats drop them, etc. Iirc use A LOT of Battle Fields ontop of Groves w/ Vampire Mansions on CH2. Orb of Undeath is the goatse orb, there I said it I've found this more than doubles its output thanks to the turns multiplying tiles eightfold and the row trapped between two rivers being quadrupled.I'm about this close to cheat just cheat engining some Orb of Unity (slime/swarm orb) for my river. This lets the River multiply as many tiles as possible by giving it two sides of squares and give it space to be as long as possible. #River loop hero free#(Situational) If you have at least 4 squares free on most of the right side, turn the River back on itself heading up leaving one space between both River columns. Keep building the river directly down to the bottom, but turn left and leave the bottom row free. Only place the high-tier versions (Thickets, Mountains, Sand Dunes) around the river and keep the low-tier ones (Forests, Rocks, and Deserts) far away on the opposite side Place your chosen tiles along both sides of the River as it is being built. (I usually go right side)Įxtend the river to the nearest corner, but turn it downwards before reaching the edge, leaving the far right column free. Place your first River tile at the top of these three squares and build the river along the inner row, leaving one square free on either side all the way down. Look for the point where there are three placement squares between your Road and the map edge (usually above the road's corners) Look at the placement grid above your road. So the river has the potential to be one of the most powerful items in the hero's deck, but only if you maximize your multipliers! I've found this method is best for getting the River to do some serious work. ![]()
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