One of the big challenges of running a Dungeons & Dragons campaign is figuring out how much you need to push back against your players. How hard should each encounter be? How many hobgoblins do you need to position outside the village to make the encounter feel dangerous, without punishing your friends? In Loop Hero, those are the kinds of decisions you'll make as you watch your little pixel protagonist walk a lonely trail, suspended in the inky black remains of a destroyed universe.
Each run in Loop hero begins at a campfire set on a desolate loop of road, and your hero begins each journey with nothing. Each time you slay a beast or monster on the path, you have a chance to pick up cards or gear. Gear can be equipped, conferring stat bonuses like attack speed and evasion, while cards are used to add complexity to the circuit itself, adding new monster spawners and passive buffs.
Cards come in two main varieties. Terrain cards, like mountains and deserts, add incremental bonuses to your run - mountains boost your defence, while each desert tile subtracts a percentage point from your enemy's health. These can synergise in surprising ways, and finding these interactions is one of the early delights of Loop Hero.
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