The basic loop (pun fully intended) in Loopmancer is satisfying. You lose all your money if you die (unless you buy certain upgrades), but anything you've unlocked during a run remains unlocked, so you have more chances to get cool weapons later on. You can also invest cores into new abilities or outfits for your character. However, you remember everything that happened and can use that information to change the plot by choosing different paths. When you die, you lose all your progress and weapons and return to the start of the loop. Loopmancer is fully adopting the incremental progress feature in a lot of modern roguelike titles. Some begin unlocked, while others must be unlocked over the course of a game. There are pistols and shotguns for ranged weapons, or various elemental (e.g., fire, lightning) super-punches for special skills. Each has advantages and disadvantages, and they even have special killer moves that you can unlock by defeating a lot of enemies without taking damage. Melee weapons can range from your bare (robot) fists to katanas or golf clubs equipped with teleporters. You need to decide if it is worth grabbing ammo now or saving it for later, when you may be in more dire need.Īs in any good roguelike, you have a ton of different options. There are ways to restore ammo throughout the stages but no unlimited refills. Your special skills have a lengthy cooldown, so using them at the wrong time could leave you flailing with your melee weapon of choice. You have limited ammunition and supplies, so it's important that you decide when and where to shoot your gun or throw a bomb. The key to success is managing resources.
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