@ Roguelike games

Cogmind crossed into marvelous a few years back. You can't go wrong with it. Sooo much stuff to do. And of course, it's one of ours developing it, too, so...

(Hi Kyzrati!)

I'm not sure how much interest there would be, but I'm seeking interested individuals to play a multiplayer mod for Noita called Noita Together. This mod lets players share wands, spells, and certain perks during a playthrough and also shows other the other players as ghosts in the game. Below is a video of the Twitch streamer McQueeb playing it with around 25 other people with an option for player respawn but at the cost of all the player's max health:

Robear wrote:

Cogmind crossed into marvelous a few years back. You can't go wrong with it. Sooo much stuff to do. And of course, it's one of ours developing it, too, so...

(Hi Kyzrati!)

Yeah, Cogmind has been at 1.0 worthy for a long time, but he simply wants to keep working on it.

Multiplayer Noita? That could be interesting...

Edit - Ah, but this is not it, sadly...

Decided to give Loop Hero a try, should know how it is this weekend. Any thoughts?

garion333 wrote:
Robear wrote:

Cogmind crossed into marvelous a few years back. You can't go wrong with it. Sooo much stuff to do. And of course, it's one of ours developing it, too, so...

(Hi Kyzrati!)

Yeah, Cogmind has been at 1.0 worthy for a long time, but he simply wants to keep working on it.

Didn't realize it had GWJ fingerprints on it - that tipped me over into purchase, and can confirm - feels like a frightening amount of depth to it.

It gives me a lot of the same vibes as Duskers - not knowing whether there's a murderous horde of killbots around every corner.

Robear wrote:

Decided to give Loop Hero a try, should know how it is this weekend. Any thoughts?

I really enjoy the game, but I like resource management and deck builder games, which Loop Hero has elements of both. I like how sometimes tiles have transformations when placed in a certain way or next to other specific tiles, it keeps me from selecting the same tiles each run to try and discover new combinations. Between the demo and launch, I've logged nearly 8hrs and I've only scratched the surface. I look forward to putting more time into it soon.

Thanks Eldon! Looking forward to it.

Robear wrote:

Decided to give Loop Hero a try, should know how it is this weekend. Any thoughts?

I'm looking forward to trying out Loop Hero too. I've got the demo for now, which offers a lot of gameplay apparently. A friend of mine has played a load of LH and has started a series of tutorials and play-throughs on YouTube. The publisher Devolver liked what he did and featured him on the game's Steam page.

If you wish to take a look here's one of his playlists, https://youtube.com/playlist?list=PL...

Started it, I like it! Good retro feel but you can also make the text and graphics a bit more clear.

Loop Hero is a great variant on the push-your-luck roguelike mechanic. Engaging and thoughtful.

Loop Hero is a really fascinating mish mash of genres. I guess it is a rogue-lite more than anything else, but it borrows heavily from idle and tower defense games and ARPG looters. And, of course, it is a deck builder. And it's got city building elements.

The art style references both SNES and C64 pixel art.

And the resource system seems to borrow from Fallen London / Sunless Sea.

It gets deeper as you get more cards, and can change the focus of the deck you're playing with. I think it's got legs. The additional character options are good, too. You can make big-enemy decks, or healing decks, or mob decks... All sorts of variants that play differently.

I'm pretty mixed on Loop Hero, because it seems extremely grindy, and the actual play mechanics don't thrill me. New cards are very, very slow to show up, so it gets into this relentlessly samey do-four-loops-and-start-over, maybe five, because you lose 70% of your accumulated stuff if you die.

Six loops, at least in the early game, is where I see progression happening. I can gather enough for a new building with 2 runs at six, and I can do at least seven if I build and populate carefully. There's also a trait that lets you drop off 10% of your loot each loop, once you get to traits and XP. The game is only really grindy if you don't take risks. It's also less exciting.

Card placement is important for setting up the loops to be survivable. Also, you don't have to summon the boss; just don't place that last card. And then there's the mix of cards; you can get a longer run without Vamps, for example, but less loot. Villages really open up survivability, too, I'm still pushing to figure out how many loops I can get with a decent Village setup.

My big issue right now is that I need to move an encampment to build the building that gives me Rogues.

I like how loop hero has a lot of pick your own difficulty. I am currently working on a combo that is very strong if you can beat it 3 loops in a row. I have discovered I need to set up only one and as early as I can. I still cannot consistently beat it.

I need to focus on crafting as the bonuses are pretty good.

Card combo

Spoiler:

village plus vampire manor

Spoiler:

I throw a beacon in there to reduce the number of spawns (I think the beacon does that). But I usually put the vampires midway between villages to avoid taking a hit just as I get my HP bonus at the village itself.

Robear wrote:
Spoiler:

I throw a beacon in there to reduce the number of spawns (I think the beacon does that). But I usually put the vampires midway between villages to avoid taking a hit just as I get my HP bonus at the village itself.

Spoiler:

But if you clear a vampire village 3 times it becomes a better village aka more healing

Whaaat? Why was I not informed?!

Because it has killed me more than saved me?

Building an Intel Center is a game changer, gold cards really increase the variety of options in the game. I'm currently up to three playable classes and have made it to the third chapter. I'm curious is anyone has found an interaction between the [spoiler] tiles yet? I'm beginning to wonder if there isn't one...

Spoiler:

Desert/Dunes

I have been building up my base but I am not that far yet. I feel like we are going to need a full thread of card combos. I have yet to find a combo for goblins or bandits so they are just annoying with little rewards.

The only interaction I know of with a Goblin Camp is:

Spoiler:

Put a Swamp tile in front of it. This may be the only interaction with the swamp tile except for the synergy with the Vampire Mansion turning the Vampire's life steal effect against all of the affected creatures.

Bandit Camps usually get my Oblivion because of their abilities to steal character items, so I unsure if they interact with anything.

Watch towers are fun. I like trying to maximize monster production within range of my watch towers.

I don't want to be burned like I was with Monster Train

Is Loop Hero another card-based roguelite that can be "beaten" after 2 hours and after that its just harder/different?

For reference I enjoyed StS. I've beaten it exactly once and have rarely picked it up again but I still got 35 hours out of it. . Hades, beat it once.. got 30 hours of it and haven't touched it since October (per Steam), still in my top 10. Monster Train I also beat exactly once, and I got about 90 minutes out of it and swore off card-based rogue lites :). I know maybe my POV is different on how I like roguelites, but does Loop Hero fall more like an StS or Monster Train as far as "time to beat once"?

Beating Monster Train once and never trying the harder difficulties is like beating the first level in Mario and saying you finished it.

The game is a lot better once you start on the later "ascensions" (can't recall the name, but it's just like StS).

A_Unicycle wrote:

Beating Monster Train once and never trying the harder difficulties is like beating the first level in Mario and saying you finished it.

The game is a lot better once you start on the later "ascensions" (can't recall the name, but it's just like StS).

Sure, and I probably wouldn't buy any more Mario games if that was how I felt

However in the case of card-based roguelikes that's precisely how I feel, which is why I'm asking about Loop Hero. As I mentioned my POV may not be typical, but it is my POV, and I don't want to go through what I went through with Monster Train. As I mentioned I have also only beaten Hades and StS exactly once, I got over 25 hours in each, I enjoyed it, and if I never play an Asension level in StS or a game with +1000 modifiers in Hades, I'm totally fine with that.

Apologies, I was in a bit of a mood earlier and realised how rude the above comment must have sounded. MT is one of my favourite games, so I would genuinely encourage anyone reading to push a little further with the card/class unlocks. I think the comparisons to StS set it up poorly. It's both incredibly similar and quite different at the same time.

Anyway, that opinion doesn't help with your question! I've heard that Loop Hero is a one-and-done sort of game, but I haven't played it myself so I'll let others answer.

Carlbear, it’s not one of those “do the whole game in one run and then repeat harder/with another character/etc” games. It’s a long-form game where you are opening up new cards and skills and opponents, and building your base, over many 10 minute or so “runs” of a procedurally generated loop. Each run is an “expedition”, so the way to think of it is that you have your camp to rebuild to help the other survivors, and you’re essentially going into the countryside many, many times to gather the resources you need. So the repeated gameplay loop happens in the Expeditions, and progression happens in the camp. In STS and MT, the tower/train is the entire playable game, and the thing that changes over time is your starting conditions.

Loop Hero does allow you to loosely structure a run, using a buildable card deck to change things up, and that greatly affects the play of each Expedition. You will do 6-8 loop circuits in a typical early game run, by the way. 10-20 minutes I’d say, for each Expedition. The ending condition is a “push-your-luck” choice of whether to face another loop, but eventually you’ll encounter a boss and that will end that Expedtion (I *think*).

So if you build your camp up all the way, you’ll have finished the game, while having probably run hundreds of Expeditions. Make sense?

Opened up two more classes, and wow, the gameplay choices are totally different. Great stuff.