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[Loop Hero] A Roguelike Deckbuilder hybrid, that asks the tough question:
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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[Loop Hero] A Roguelike Deckbuilder hybrid, that asks the tough question: 73 votes
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Some of the more obscure resources
Memory, you get by having enough tile cards in your hand that old ones cycle out.
Interesting
My slightly more elaborate opinion is that youe goal is to sustain yourself. You need a baseline of regen and vampirism since you have almost no HP regen otherwise, but after that it's easier to avoid taking some damage than it is to boost your regen to tank through it.
Yeah I didn't learn that until way late in the demo. Like a couple loops before hitting the boss, which was like my 5th or 6th expedition.
https://steamcommunity.com/profiles/76561197970666737/
It's half idle game, half deck builder, half roguelite.
There's also a free demo on Steam, which does maintain progress if you switch to the full version.
The gameplay is your character runs in a Loop of a road where enemies randomly spawn. When you meet them you auto fight them. Defeating enemies can give star boosting equipment or cards that you can use to place tiles on the map.
Some tiles get placed outside the loop area, that do things like increase your hp or provide healing every day.
Other tiles like cemeteries or spider cocoons spawn stronger enemies that drop better stuff.
The tiles have a lot of interactions with each other, many of which are hidden and discovered through trial and error.
Eventually if you do enough loops a boss spawns to fight and do story stuff. Or you can retreat to your campfire to take earned resources (fewer if you retreat on a tile other than the campfire, or much fewer if you die). There you meet refugees who use your resources to build a village around your campfire as that and the resources you bring back are the only things that don't disappear for them every morning. That's how you unlock some new tile cards, classes, and other traits and features.
I played the demo, and my first go got all the way to the "boss" of that loop without any real issues.
The finished game seems tougher, but that might be down to pure rng/luck.
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Getting started with BATTLETECH: Part 1 / Part 2
you're the second person I've seen say that, and even after starting a new save with knowledge from finishing the demo I still only got to about 80% of the boss bar full before I had to retreat to camp.
The boss actually spawns after enough tiles are placed, rather than loop count.
The early tile interactions seem either easy to spot when it happens randomly, encouraged by the mechanics of the tiles, or hinted by dialogue. Pay attention to what the hero says after your first vampire encounter.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
https://www.youtube.com/watch?v=G37bO9vg8RY
It is a roguelite combo game. It has elements of several genres but in essence you autobattle your way into various other common paradigms. Base building. Map building via card system with interactions in it. And random loot drops to build your autobattler. It is pretty fun so far. More i have yet to uncover though lots more from the trailer.
I want to pick it up, but I am not currently purchasing new games.
Steam: Feriluce
Battle.net: Feriluce#1995
3DS Friend Code: 3110-5393-4113
Steam profile
The bit I have played and watched other people play... there are some tooltips, but there is a lot it doesn't tell you or bring attention to.
Steam: Feriluce
Battle.net: Feriluce#1995
hmm, that's unfortunate. I just really don't feel mentally up to diving into something obscure right now. Ah well.
3DS Friend Code: 3110-5393-4113
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Pictured: moments before the boss spawned and I one-shot him with the "very small chance that increases based on missing health to do 1000 damage on an attack" skill for the rogue class.
There is a compendium of things you can unlock that reveals later chapter monster abilities, and they are INCREDIBLY RUDE.
But what type of resources are you collecting? How do you get them? How long are the loops? What do you upgrade between loops?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I regret to inform you the game has an Agnes style Unacceptable
Chances are low, but not zero, for having a mrgrgrgr
Uhhh but yeah it's pretty cool? I beat chapter 1 using 45% Vampirism so that was cool? Ch2 is kinda kicking my ass. Haven't unlocked much yet. Anyone have any general tips? Like tile placement that kinda thing. I know forming a 3x3 of rocks or mountains gives you a Peak which is real good... I know about Treasuries too.. I've been spreading out groves for better Blood Grove coverage, combining Vampire Houses with Battlefields (and overlapping Battlefields for Bloody Paths)...
Mostly I'm not sure about like, should I be stacking tiles like Cemetery Spider Nest etc next to each other or spread them out? What upgrades should I go for right away? What's the deal with Chrono Stones!! Are Goblin Camps worth keeping around or should I use Oblivion on them?
I think I'm also trying to find the right balance between not having enough tiles and having too many? I've definitely gotten overwhelmed by too many monsters before hm
Battle.net Tag: Dibby#1582
I don't remember all the resources offhand but, they're roughly, Wood, Stone, Metal, Food, metamorphosis, memory, space, crafting.
They're used for building and upgrading stuff at your campsite village, which gives you new cards, classes, and bonuses for your loop expeditions. Most resource collection is via fragments that become a full useable thing when you have enough.
Some of the resource collection is straightforward. You get stone fragments by placing mountain/rock tiles, or passing through a cemetery. Wood for passing through a grove, food for placing meadows or from your farm. Others are more esoteric.
Metamorphosis you get any time a tile changes due to an interaction, like meadows being adjacent to a non meadow, or rocks combining into a mountain peak, or some of the changes that happen to your loop tiles.
Space I think I got from the village upgrade via vampires.
Crafting I got some but no idea how.
Generally higher level enemies drop better loot, and I'm of unscientific opinion that fewer stronger enemies is better/safer than many weaker ones.
So I usually don't keep goblins around, their high numbers and evade makes them annoying.
Mountain peaks it seems you can only get one of, best to not put on the edge so you can get adjacency bonuses all the way around.
The clot monsters from blood paths are like even worse goblins, but, Blood groves on blood paths will eventually start spawning flesh golems who have hp and hit like trucks, but are slow and drop high level items.
“Hey that run is going incredibly well and I’ve got a ton of stuff. I can totally take the Lich” and then he dunks your ass off.
I *am* quite glad I turned on the option that pauses the game when you get to the Campfire, to remind you that you *can* retreat with your goods.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Some tactics handle different threats better/worse. This dynamic changes in later chapters with harsher monster abilities. Goblins are always awful to deal with.
I think the blood grove will consume anything. It's the battlefield which can't spawn a ghost without the has soul tag. Also ghosts have souls so you can get a ghost of a ghost (which is a different enemy). I've only seen it happen once though.
Also yeah, goblins suck. I also dislike swamps. I'm not sure point of them. I used one enough to get the interaction then never again. I guess maybe if you somehow have a low healing build it can help with vampires? But in my experience it just makes things worse.
Journal entry from the unwashed and weary eyed.