Loop Hero beginner’s guide, tips, and tricks
Loop Hero takes bits and pieces from great deals of other video games and mixes them into something brand-new. The private parts are simple sufficient to comprehend, however it gets frustrating quickly.
In this Loop Hero guide, we’ll offer our suggestions for your numerous hours with the video game. We’ll teach you how to consider your function (what you perform in Loop Hero), picking and positioning cards, collecting resources, what to construct initially at your camp, and how to open brand-new classes.
You have 3 functions in Loop Hero
The odd aspect of Loop Hero is that you don’t manage any strolling or combating — the titular hero manages that by themselves. Rather, you’ve got 3 unique (however associated) tasks: outfitter, world-builder, and city organizer.
Throughout a loop, the hero is autonomously walking and slaying opponents that drop devices, cards, and resources. As outfitter, you handle the devices they discover by comparing devices’s statistics and gearing up the one with the larger number.
As the hero battles, you construct the world — consider it like playing as the board on which a parlor game occurs (or being a dungeon master in Dungeons & Dragons).
Dead opponents drop devices like swords and guards, along with cards. You position these cards around the map, making complex the loop. Some cards alter the surface (the black space around the loop), including things like meadows and rocks for health increases. Others alter the loop itself (the course the hero strolls), producing cemeteries and vampire estates that generate additional opponents — and more opponents implies more drops.
In in between journeys along the titular loop, you’ll be preparing and constructing out your hero’s camp with structures like a farm, smithy, and herbalist’s hut.
Stabilizing the 3
Which’s how all 3 functions are related: In the hands-off part, the hero battles and gathers things, and you’re in charge of making stated hero more kill-y. More eliminating ways more cards and much better devices. Putting cards lets the hero gather much better, rarer, and better resources. Which things develops into brand-new camp structures which open brand-new cards and classes. Soap, rinse, repeat.
Your job is to stabilize those 3 jobs, which starts with making certain your hero doesn’t get overwhelmed.
Don’t position every card or you’ll overwhelm your hero
If you don’t position a single card throughout a loop, the hero will gladly continue combating slimes in wastelands permanently, gathering getting average weapons and unexciting resources as benefits.
Putting cards implies putting difficulties in your hero’s method, and those difficulties come with much better benefits. Your job as world-builder (and devices supervisor) is to stabilize your hero’s survival versus the worth of those benefits.
It’s appealing to drop every card along the course the minute they enter into your hand. Really early in the video game, this is primarily workable. However it rapidly leaves hand.
Rather, keep the enemy-generating cards. Don’t overwhelm your hero. Spread them out, conserve the ones you understand will be difficult to deal with (like swamps, for some factor), and spend some time to consider their positioning.
Experiment with card positioning for strange mixes
Putting cards is uncomplicated enough. You choose a card, drop it in a legitimate area (on the course, beside the course, or out in deep space), and after that wait on your hero to occur by. Some cards act in a different way based upon what’s close by, though.
For instance, positioning 9 rock or mountain cards in a three-by-three square changes them into a mountain peak, which has various statistics and everyday actions than rocks and mountains. Likewise, meadows recover you for a couple points every early morning. But a meadow placed so that it’s touching a different type of tile (like a mountain or rock) becomes a blooming meadow that gives an extra point of health each morning.
Experiment with card placement to see if you get any unexpected effects.
Keep an eye on your day meter
A day is Loop Hero’s timing mechanic, represented by the green gauge in the upper left corner of your screen. It’s a visual representation of the background math that controls everything from daily health bonuses to enemy spawns.
The day meter fills when you’re in adventure mode and stops when you’re paused in planning mode. When the gauge is full, that’s a day — you’ll hear an 8-bit rooster, and the next day begins. Loop Hero’s daily math happens when the meter resets (or when the day begins, if you prefer).
It’s like an egg timer in a board game determining when you get healing from meadows (and blooming meadows) and how often a wasteland tile spits out a slime. Other tiles, like the mountain peak we mentioned, generate enemies on a schedule (one harpy every two days). Those enemies appear in the morning, when the gauge resets.
On your first loop or two, there’s not much combat, so you’ll make it back around to the starting point (the cozy camp tile) before many days pass. For example, that means a spider cocoon, which spits out one spider each morning, will only have time to drop a couple spiders in your hero’s path.
As you place more cards and more enemies show up, your hero’ll spend more time fighting, and loop takes longer. More days pass during each loop, and that spider cocoon, chugging along at one per day, has time to spit out six or eight spiders instead of just one or two. A tile can turn deadly just because you took too long to get there.
Dying is a pain, because you lose 70% of the resources you’ve gathered.
Retreat to camp before you die
When you’re not on an expedition, you’re in Loop Hero’s camp.
You can get to camp in three ways. Two of them involve pressing the retreat button (the icon in the lower right with a person running on it), but all three determine what resources you keep.
- Cozy camp tile. Hit the retreat button on the cozy camp tile (the start/finish campfire on a loop), and you’ll return with 100% of what you’ve gathered.
- Retreat. Hit the retreat button anywhere other than the cozy camp tile, and you’ll keep 60% of your resources.
- Death. If you fall in battle, you’ll go back to camp with only 30% of your resources.
It’s much better to take several trips where you leave early — preferably by returning (alive) via the cozy camp — than it is to overexert your hero and fall in battle. About three times better, if our math is right.
Keeping those resources matters, because you’ll need a lot of stuff to upgrade your camp.
Build the herbalist hut and field kitchen first
After you return to camp a few times, you’ll unlock the build menu. This turns those resources you’ve collected into new structures that expand the camp.
Build the herbalist’s hut first. This adds a healing potion to your hero’s equipment.
Healing potions automatically recover the hero when their health decreases to a certain threshold. (There’s a little marker above the health bar indicating when this will happen.) It’ll recharge by two doses every time your hero passes the cozy camp.
You’ll also get healed every time you pass Go (the cozy camp tile). To get even more health each time you pass, build the field kitchen. That will bump the cozy camp’s healing by an additional 10%.
Upgrade both buildings for even more health and more recovery potion doses.
Expand your camp to unlock new classes, cards, and upgrades
Keep building out your camp with other structures from the build menu. New structures unlock new cards for your deck, different classes for your heroes, new kinds of resources, and even new mechanics.
The refuge unlocks the rogue class, for example. The herbalist’s hut, field kitchen, and gymnasium each add a new card to your deck.
And that’s where Loop Hero loops(!) back around to our very first tip about balancing your three roles. You position cards in the void to get much better resources from your hero; much better resources construct brand-new camp structures; brand-new camp buildings give you brand-new cards; brand-new cards give much better resources; and the loop continues.
Jobber Wiki author Frank Long contributed to this report.