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Loot Rascals’ card-stealing idea deserves better than the roguelike around it

Loot Rascals review: Hollow Ponds' turn-based roguelike sends stolen cards into other players' games. A novel hook, but the strategy runs thin.

By mitch·3 min read
Four heroes battle a giant monster boss in a glowing dungeon.

Loot Rascals wants you to save a giant robot head, and it will make you work for the privilege. Hollow Ponds released the turn-based roguelike on March 7, 2017, for PC and PlayStation 4. You play as the only hope for Big Barry, a terraforming robot trapped in a space theme park overrun by a tentacled pan-dimensional godbeast.

Trailer, via PlayStation.

Big Barry and the Invaded Park

The premise is strange in the right way. Big Barry is a huge robot head. The park has been invaded. The creature has tentacles and comes from another dimension. Loot Rascals wears its science fiction themes plainly and never apologizes for them.

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The game is turn-based, played from an isometric, bird’s-eye view. You explore a strange planet, meet a unique bestiary, and win cards with multiple abilities. Procedural generation means every run differs.

Cards, Healing, and the Crucial Slot

Cards are the whole game. You equip them, and where you place them matters. Their location can be crucial. Destroying a card grants you healing and powers, which turns deck management into a running cost-benefit calculation rather than a collection exercise.

Then the game does something nastier. Your enemies pocket the cards they steal and send them into other players’ games. Beat an elite monster and you get a card belonging to someone else. You can send it back. Or not.

The Holographic Visit

Whatever you decide, a holographic visit follows. It may be an ally. It may be an enemy. Loot Rascals frames this as a story of friendship, loss and redemption, and the framing mostly holds because the mechanic keeps forcing small moral choices on you.

That is the most interesting thing here. The card-theft system turns a single-player roguelike into an asynchronous exchange with strangers, and the game is at its best when you are weighing whether to return what you took.

Where the Strategy Thins Out

The strategy layer is thinner than the setup suggests. Card placement matters, but the run-to-run decisions settle into patterns, and the procedural generation produces variation more often than surprise. The bestiary is distinctive; the encounters built around it are less so.

Mixed reviews put the game at 6.6 out of 10 across six outlets, and that number reads true. Loot Rascals has a genuinely novel hook and a theme park full of odd, specific ideas. It does not have enough depth beneath them to sustain a long stay.

The Numbers Behind Loot Rascals

  • Release date: March 7, 2017
  • Developer and publisher: Hollow Ponds
  • Platforms: PlayStation 4, PC (Microsoft Windows)
  • Genres: RPG, strategy, adventure, indie
  • Modes: Single player
  • Critic aggregate: 6.6/10 (six outlets)

What Loot Rascals Gets Right, In Order

  1. The card-theft exchange with other players’ games
  2. Card placement as a real tactical decision
  3. Big Barry himself
  4. The bestiary and its science fiction setting
  5. Procedural generation that keeps runs distinct

The Verdict on Big Barry

Loot Rascals is worth playing for its central idea, not its combat. The asynchronous card trade is the part that will stay with you, and it is the part Hollow Ponds should have built the whole game around.

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