[2026/07/17] vol.19 生成与构筑|《循环英雄》Loop Hero
前言:《循环英雄》是一款像素画风的构筑类独立游戏,由俄罗斯独立工作室 Four Quarters设计,核心玩法围绕着一条不可移动的基础道路,通过放置不同的地形效果来影响道路的地形类型,依据地形之间的特殊组合来生成更为特殊、奖励也更为丰厚的敌人。
作为肉鸽游戏中比较独树一帜的是,《循环英雄》中玩家所需要通过的关卡是由自身放置地块构筑而成的,玩家所放置的地形地块与建筑地块不仅影响着所选角色的基础属性,同样影响着敌人的生成方式。也就是说玩家在游戏中所需要挑战并通过的关卡/环境,是由其自身设计而成的。游戏将战斗过程简化为了自动进行,玩家能够手动影响战斗过程的只有是否使用血瓶恢复这一点,从而将玩家的关注从战斗系统中抽离出来,放在“放置地块+装备属性”的决策中去。在游玩过程中通过尝试不断发现新的地形组合,了解到地形组合所影响的属性变化,以及所影响的敌人生成方式,成为了玩家所积累的游戏经验中相当重要的一个组成部分。
游戏以极简的像素式美术风格,对于所要展现的画面、世界元素相互影响的过程进行了极高程度的概括。游戏内容的展现方式更像是侧重于思想和记忆的回忆浮现,而非视觉获取信息的观察以及信息阅读。游戏设计师非常谨慎而克制地处理每一项与玩家进行交互的元素,并通过中途回收资源的方式鼓励玩家在游戏局势变得更为困难时进行明智的撤退。
游戏在玩家属性有所成长时,总会面临属性膨胀以及需要进行平衡的问题。在游戏内通过对于装备属性的取舍,玩家有闪避流派、攻击吸血、防御反击等流派可供选择(死灵法师的召唤流较为特殊,因此在此时视为论外)。而游戏设计者所进行平衡的方式与其思路也相当有趣,并非是通过对于强力的流派的机制进行削弱(作为目前为止相当一部分游戏中最为主流的做法之一),或者是单纯通过数值变动来对各个不同流派进行影响,而是通过“为强力的流派设计较为特定的天敌”来进行。
例如:当玩家通过放置战场地块来获取更多宝箱与装备时,战场地块会变相提升附近地块的敌人强度,通过使其死亡有概率变成鬼魂,或者是通过战场地块的影响范围相重叠时产生会强力敌人的血魔路径地块来进行强度平衡(增幅敌人强度、叠放惩罚)。这一种平衡思路是设计者与玩家同时做加法的平衡方式,鼓励玩家进行更高难度的挑战与奖励获取的同时,为其提供新的交互机制。从加法出发的平衡方式与游戏流程设计,使得玩家可以自主选择要挑战的强度范围、奖励范围、以及怪物所特有的机制,并在游玩过程中催生出许多有趣味性的联动效果。(例如使用灯塔地块来减少甚至是彻底消除敌人生成,又或者是通过造成闪电伤害的地形来在战斗外对敌人造成伤害等等...)
在游戏的核心玩法中,“通过组合地形来产生新的效果”其触发方式是确定且有秩序的——它不受随机数或运气因素影响,而是一种逻辑性地对游戏规则的呈现。玩家在交互过程中会逐步建立起关于“世界如何运作”的心智模型:例如,集中放置山脉地块会产生鹰身女妖;村庄在紧邻吸血鬼宅邸并被洗劫后,经过数个循环会演化为奖励更丰厚的伯爵领地。游戏正是通过这些机制,在玩家脑中搭建起关于“风险与回报”的认知框架,将一个有内在逻辑、可被预测、可被操控的动态世界呈现给玩家。
同样的,在这种情境之下,游戏的乐趣并不停留在玩家如何通关这一阶段,而是如何设计当前循环中的世界要素与运转规则,游玩过程中玩家身份天然具有了设计师所有的属性。其鼓励“发现特定组合”或者是“某一技巧的巧妙用法”等主观的创造感,以及导向于对于发现并运用新秩序的游戏体验循环之上。
因此,玩家在《循环英雄》之中所做的,并非通常意义下游玩已经设计好的世界,而是在每一次的游戏循环之中重新设计自己所要挑战的世界构成,并再度体验这份自主设计而生成的考验。并不单单停留在玩家受到规则影响/支配的层面上,而是将如何与规则互动,从而进行新的意义生成作为是游戏最为核心的要素之一。
以下英文版翻译由ai提供(The following English translation is provided by AI.)
[2026/07/17] Vol.19 Generation & Construction | Loop Hero
Preface: Loop Hero is a pixel-art construction-focused indie game developed by the Russian independent studio Four Quarters. Its core gameplay revolves around a fixed, unmovable base path. Players influence the terrain types along this path by placing different tile effects, and special combinations of terrain generate even more unique and rewarding enemies.
Players Design Their Own Levels
What sets Loop Hero apart among roguelike games is that the levels players must conquer are constructed through their own tile placements. The terrain and building tiles players place not only affect the base attributes of the chosen character but also determine how enemies spawn. In other words, the levels and environments that players must challenge and overcome are designed by the players themselves. The game automates combat, with the only manual intervention being the use of health potions. This abstraction shifts the player's focus away from moment-to-moment combat and toward the strategic decisions of "tile placement + equipment attributes." Through experimentation during gameplay, players continuously discover new terrain combinations, learn how these combinations affect attribute changes and enemy spawn patterns—and this accumulated knowledge becomes a vital part of the player's growing expertise.
The game employs a minimalist pixel-art aesthetic, abstracting the visual representation of the world and the interplay of its elements to a high degree. The game's presentation leans more toward the evocation of thought and the recall of memory, rather than observation and reading of visual information. The designers handle each interactive element with careful restraint and encourage players to make wise retreats when the situation becomes too difficult, through a mid-run resource recovery system.
Numbers and Balance
As player attributes grow, the game inevitably faces issues of attribute scaling and the need for balancing. Through equipment stat trade-offs, players can pursue various playstyles such as dodge builds, life-steal builds, or defense-counter builds (the Necromancer's summoning build is somewhat special and is therefore excluded from this discussion). The game designers' approach to balancing is particularly interesting: rather than nerfing the mechanics of powerful builds—which is the predominant approach in many games today—or merely adjusting numbers to influence different playstyles, they opt to "design specific natural counters for powerful builds."
For example: when players place Battlefield tiles to obtain more chests and equipment, the Battlefield tiles simultaneously boost the strength of enemies on adjacent tiles. This is balanced by giving enemies a chance to turn into ghosts upon death, or by generating powerful Blood Path enemies when the influence zones of Battlefield tiles overlap (enemy empowerment, stacking penalties). This balancing approach is one where both designers and players engage in "addition"—encouraging players to pursue higher-risk challenges and better rewards while simultaneously introducing new interactive mechanics. This addition-based balancing philosophy and game flow design allows players to freely choose the difficulty range, reward range, and monster-specific mechanics they wish to challenge, while also fostering many interesting synergistic interactions during play. (For instance, using Beacon tiles to reduce or even completely eliminate enemy spawns, or using lightning-damage terrain to damage enemies outside of combat, and so on.)
Conclusion: Meaning Generation and Established Order
At the core of the game's mechanics, "combining terrain to generate new effects" operates through deterministic and orderly triggers—uninfluenced by random numbers or luck factors—but rather as a logical presentation of game rules. Through interaction, players gradually construct a mental model of how the world works: for example, clustering Mountain tiles generates Harpies; a Village tile, when placed adjacent to a Vampire's Mansion and subsequently pillaged, evolves after several loops into a Count's Land that offers richer rewards. Through these mechanics, the game builds a cognitive framework of "risk and reward" in the player's mind, presenting an internally logical, predictable, and manipulable dynamic world.
In this context, the game's enjoyment does not stop at "how to beat the game," but extends to "how to design the world's elements and operating rules within the current loop." Throughout the gameplay, the player naturally assumes the attributes of a designer. The game encourages the subjective sense of creativity that comes from "discovering specific combinations" or "clever uses of certain techniques," which in turn feeds a gameplay loop centered on discovering and applying new orders.
Consequently, what players do in Loop Hero is not, in the conventional sense, playing through a pre-designed world, but rather redesigning, in each cycle, the world they will challenge and then re-experiencing the trial that this self-designed world presents. The game does not merely position players as being influenced or governed by rules—instead, it places the interaction with rules and the consequent generation of new meaning as one of its most essential elements.
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