Like the game jam version of the game, people were spending a lot more time with the demo than there was content to play around with, which suggested people were ready for more. Loop Hero earned some buzz when Devolver sent demos to the games media over the holidays, but after the team released a polished demo as part of Steam's Game Festival in February, it became clear Loop Hero was likely destined for something more than niche. " Loop Hero is really hard to describe-even in a trailer, it's hard to explain what this game is about." "When we released the trailer at the Devolver Game Awards, people were not too excited about it," said Goreslavets. It's, uh, a hard game to pitch without playing. Loop Hero was secretly announced as Devolver's jokey "2021 game of the year," beating out a bunch of already announced games coming from the publisher as a way of debuting what would be, for most, their first look at the game. They accomplished that, with much of the story written by Karimov, the game's artist.įour Quarters liked the game. Just, 'OK, let's make some good story.' Maybe not really focus on it, but let's try to make something interesting." "We just decided 'let's make story.' It was not a hard decision or big discussion about it. It's kinda shocking, then, to learn adding a story was on a complete whim. Our own Gita Jackson praised Loop Hero 's writing in her review as nuanced and understated, acting as a reward for players going through the game's repetitive cycle over and over again. One of the big changes between the demo and the final game was the addition of a story. "They read it ," said Goreslavets, "play the demo, jump in with us in.I don't know, maybe around one day? It was really fast." Goreslavets said the deal came together almost immediately. It also included Four Quarters' request from a publisher partnership, including "help with marketing, localization to different languages" and more QA resources. What Four Quarters outlined was its plans for the next year or so of development, including the addition of classes (rogue and necromancer, same as what ended up in the final game), base camp customization, an actual story, and more. It's just a bunch of words and images explaining the game you can play on Steam now. Some features, which I've been asked not to disclose, didn't make into the game that shipped a few weeks ago, but that's the nature of game development: the games are in flux.īut again, the bones were already there in the document. ![]() The rest of the document-which only goes on for a few pages-details various game features, most of which players are familiar with because they ended up in the final game and Four Quarters had a clear vision of what Loop Hero was going to become at this point. This makes every run unique and forces players to adjust strategies to make the best of their situation.Įach run takes about 15-30 minutes to complete, and several people have spent over 10 hours playing just this demo alone. In each run, the player will receive a randomized deck of cards (structures), and a pool of equipment which is defined by the player and hero class. The player doesn’t directly control the main character, but instead builds structures and equips the character so they have a fighting chance to survive the next lap. The main character automatically walks along a looped road, and fights monsters who become stronger and more devious with each lap. LooPatHerO is a rogue-lite about walking in circles. ![]() Here's how the team conveyed the game to Devolver: The document, which Waypoint was given access to, is short.
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