{"id":560,"date":"2024-05-03T18:21:14","date_gmt":"2024-05-03T18:21:14","guid":{"rendered":"http:\/\/www.ballpeenhammer.com\/?p=560"},"modified":"2025-07-02T16:50:49","modified_gmt":"2025-07-02T16:50:49","slug":"loop-hero-mobile-review-almost-impeccable-2","status":"publish","type":"post","link":"http:\/\/www.ballpeenhammer.com\/index.php\/2024\/05\/03\/loop-hero-mobile-review-almost-impeccable-2\/","title":{"rendered":"\u2018Loop Hero\u2019 Mobile Review \u2013 Almost Impeccable"},"content":{"rendered":"
A reductive way of describing Loop Hero\u2019s<\/em> core gameplay loop (sorry) is a blend of an autobattler, deckbuilder, and roguelike. This combination makes it feel unlike anything else I\u2019ve played before. You don\u2019t actually control what your unnamed hero does, but influence things around them. When you first start playing Loop Hero<\/em>, your hero starts walking around the path fighting whatever fodder enemies spawn in the hope of getting good drops in the form of cards or items (gear). You use these cards to influence things around you ranging from heals or stat boosts to all sorts of other things. Said cards let you summon specific establishments or terrain types and each has their own flavor ranging from summoning specific enemies to buffs and more. Positioning matters and with your own experience you will start understanding how to get better with this. <\/p>\n What initially begins on a small looped road where you start moving in a loop might end in a complex map where you\u2019ve littered the environment with all sorts of things to give yourself buffs while summoning more powerful enemies to get better loot and slowly making progress to take on the boss. On paper it sounds like the gameplay in Loop Hero<\/em> might be a bit too complicated for touch controls, but it actually works almost perfectly. The game ships with a few options to pause time after battles or while you\u2019re making a decision and such, but it also has options to speed things up in and out of combat. I found my own balance here and Loop Hero<\/em> started to feel more like a zen experience despite the carnage happening on screen.<\/p>\n As you continue looping on a specific run, you need to properly balance laying down cards to spawn more powerful enemies because you don\u2019t want to be overwhelmed. You can retreat when safe as well and take some materials with you. These are used to build permanent upgrades or help you with your next run. The way Loop Hero<\/em> is set up, I never found anything I did as a waste of time. I either learned something that helped me plan better for the next run or had actual in-game items available that helped me grow stronger. It all comes together very nicely, and this is all just for the first hero. There are three in total, and while I found the balance a bit off, I feel like I need to spend more time with the others to understand if that\u2019s actually the case or it is more me not having as much experience with them.<\/p>\n<\/a> Over the last few years, there have been many indie games that debuted on PC and consoles that felt like they\u2019d be a perfect fit for mobile. Some of those took years to show up on mobile while others never made it so far. Devolver Digital and Four Quarters\u2019 dark fantasy roguelike RPG Loop Hero<\/em> (Free)<\/a> hit mobile this week through Playdigious, and just like Slice&Dice<\/a><\/em>, it feels dangerous to have installed. Don\u2019t even ask me what will happen when Balatro<\/em> finally arrives on iOS, but I\u2019ll worry about that when it happens. Back to Loop Hero<\/em>, which has been my obsession recently as I started playing it on Steam Deck and Switch to prepare for the iOS version that I got access to earlier this week. There\u2019s a lot to unpack in Loop Hero\u2019s<\/em> gameplay, but the one constant in the time I put into it prior to release was being disappointed in myself for not playing it sooner.<\/p>\n
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