Heroes of Loot
October 7, 2013 1 Comment
I like roguelikes. While often seen as a polarizing genre, roguelikes have become one of the new faces in popular video game genre. Ranging from hardcore death simulators likes Spelunky and The Binding of Isaac to easier and more simplistic games like Heroes of Loot.
Heroes of Loot is, as said above, a simplistic take on the popular roguelike genre. While featuring concepts like permadeath and a brutal difficulty level, it drops things like convoluted stories and RPG leveling systems. The sort of “rogue-lite” approach to the genre is both appealing as an iPhone/iPad game, and as a refresher from some of the other, overcomplicated games in the genre.
Heroes of Loot is played as many other roguelikes are: the player is tasked with choosing one of five character to make their way through a dungeon with, amidst a myriad of enemies. Health pick-ups, power-ups, shops, special “quest” rooms, and loot (oh the loot!) are strewn throughout each level. As the player collects loot and eviscerates enemies, they will collect experience points. These experience points are used to passively upgrade the character as the player vies to attain a high-score.
And while none of this sounds deep or enthralling, I found myself coming back time and time again to challenge my high-score or the high-score of others. The speed and simplicity of the game lead to more, possibly shorter, game sessions. And with that, I always felt as if I was improving. Trying out the different characters and adapting play styles to each was fun and exciting. Discovering new enemy types (and immediately dying) was interesting.
Heroes of Loot not only succeeds in its goal of being a simple roguelike, but is actually a heck of a lot of fun, to boot.
Heroes of Loot was developed by Orangepixel
$1.99 is worth its weight in loot.
Heroes of Loot has been awarded the Indie Gamer Team Seal of Approval by Kalle and will be ranked on his Leaderboard when it goes live in the near future.
My only disappointment with this one was the music. Not that it’s bad or unfitting in any way; but Gun Slugs (from the same guys) had *such* an awesome soundtrack that I was really hoping for some great, driving tunes to hack up monsters to. 😦
Maybe it’s a genre tradition thing, though. Kind of like how Torchlight has needlessly dark and dreary sounding (albeit high quality and finely polished) music in order to further replicate Diablo.