
Loop Hero does what it sets out to do, making for a fun and compelling roguelike that deck builder fans will love.By the time you reach Chapter 3, you'll likely have most cards unlocked, but here are some you should prioritize for Chapter 3. Just be ready for a bit of frustration if you aren’t lucky. I can’t tell you how many times I’ve had wheat fields and no village to place, only to realize that you can’t use the fields without the village. You also have no idea of what card is coming next. It doesn’t help that sometimes the hero focuses on a target it shouldn’t in combat.
#Loop hero necromancer deck trial#
This game is challenging, as completing a loop and killing the boss takes a lot of trial and error. One last thing I want to hit on is the difficulty. There may be one last class I have yet to unlock. Meanwhile, the Necromancer summons skeletons to do their dirty work, where you concentrate on skeleton level and power with that hero. You focus on critical hits and evasion to keep alive as this class. The Rouge is for someone who wants to hit very hard, but also not be hit at all. The damage output is a downside, but it is the best class for a starter. You start as a knight easy to understand, and can take a lot of damage. While the Necromancer is my favorite adventurer, there are a couple others. The fix? Play the Necromancer, who doesn’t even use armor, and the debuff is gone. The downside is that you lose all the HP you gain from armor. For instance, the Crypt will provide you will additional max HP for each creature you slay with a soul. You will eventually unlock golden cards that give big buffs with debuffs as well. With that, you get an EXP bar and can pick up traits for each hero during a loop run. When you build up the camp and get the village card, you can then unlock quests. It proves to be another balancing act: should you stay for more loot, or leave with what you have?Īs you unlock more cards, more options open up to you the hero doesn’t even get EXP at the start. You can leave with 100% of your materials if you manage to make it back to the camp during your loop run. Building up the base is how you unlock new classes and cards, while also making yourself more powerful for the next loop. The materials are used to build up your camp and eventually craft items. When you die, you are brought back to your base and lose 60% of the materials you found during the loop. Figuring out the right balance for each class manages to be a fun challenge.

#Loop hero necromancer deck full#
If the meter gets full before you are ready to take on the boss, you are in trouble. On the flip side, you also don’t want to put down too much as you get more cards and equipment, the boss meter increases. The enemies gradually get stronger, and you can quickly die if you don’t have the equipment to keep up the pace. If you control the deck, then why not make the run easy? As it turns out, enemies drop cards and equipment that become vital as you keep the loop going. Though simple at first, there is a good amount of strategy as you unlock more cards. You are also in charge of the equipment the adventurer is using. Rather, you place cards down that provide treasure, enemies, buffs, quests, and other things for the character.

You don’t control the character as it moves through the loop. Along the way, you fight, gather treasure, and build up the area. You start at your camp and then go around the loop back to your camp. The loop is exactly what it sounds like: a loop. The only way to figure out this mystery is to head out into the loop. Even here, there are signs like bags of clothes that hint that that people once lived there. While the goo has made its way to this spot, you can remove it by building up your camp. However, you manage to find a bastion of hope in a spot to rebuild.

This goo consumes everything in its path, packing the power to make people forget. Loop Hero kicks things off with a bombshell: the stars are going out, and a mysterious necromancer is spreading black goo throughout the universe.
