Artwork made for the original Ludum Dare version of Loop Hero.
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. 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. But again, the bones were already there in the document. It's just a bunch of words and images explaining the game you can play on Steam now. 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 also included Four Quarters' request from a publisher partnership, including "help with marketing, localization to different languages" and more QA resources.LooPatHerO is a rogue-lite about walking in circles. The main character automatically walks along a looped road, and fights monsters who become stronger and more devious with each lap. 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.
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. This makes every run unique and forces players to adjust strategies to make the best of their situation.
Each run takes about 15-30 minutes to complete, and several people have spent over 10 hours playing just this demo alone.
