Your intrepid heroes play with bobbleheads, randomize characters, and compare this wannabe to Binding of Isaac. Flamebreak faces the CHAIRQUISITION!
Wazzat: Flamebreak is a roguelite action RPG featuring a unique blend of twinstick meets MOBA arena combat. Each procedurally generated run presents new challenges while your randomized hero’s race, weapon, and skills inspire new playstyles and character builds.
Mandatory US Disclosure: The devs sent us keys.
– Not sure if want
– Check it out
Makes with the working
- It manages to maintain 300 FERPS at 1080 and 2160 UHD.
- However @ UHD the cursor lag makes combat nigh impossible.
- Also, not working with Steam overlay, in 2016… really?
- The game went “Oh! You have one of those 3840×1080 screens that don’t exist. Let me spawn the the window smack in the middle of it.”
- Couldn’t find an option to make it stick to one screen on start.
Shiny / Sounds
- After sitting through the initial intro I was expecting some serious LOTR type shite.
- Nope! Cutesy arse-mobile graphics.
- Well done cutesy arse-mobile graphics but FK me if I was expecting that.
- Then again this was from the studio that pumped out such graphical juggernauts as Bumbledore and Altitude.
- I’m not blown out of the water by these sprites. Very much mobile graphics
- The background music is just kind of there
- I don’t like the bobblehead stylization.
- It makes it impossible for me to get immersed in a game.
- And it doesn’t really take much to get me immersed in your game.
- Usually a solid set of mechanics and cohesive graphics are all I ask for.
- The floaty arms and heads are anything but cohesive!
- I like the background music, it’s nothing spectacular, but it’s well done and conveys the setting better than the crappy bobbleheads.
- I liked the poetry-lite loading screens/cutscenes.
- Couldn’t really tell whether they were going for the simple 4-line of just an alternate style of rhymes, but they didn’t force it too much.
- Oh just fk off if you think you’re going to play this thing with a controller.
- Keyboard and gerbil is a must but that’s only half the battle.
- The other half is not making it clear that the hotkeys for the specials can be reordered.
- You put that on the menu, really?
- Also, the simulated gerbil cursor when using a controlla is just janky.
- What I’d love to do is sit back on my couch and play this. The controls do not enable this behaviour
- The controls were really sluggish last week, they seem to have fixed that
- Recognized the NVidia Shield Controller with the correct mappings.
- Chances are you’re probably going to want to play it with the keyboard and mouse and works fine too.
- I’m put a real full hour into this thing, somehow.
- I finally settled on a minotaur with a spear and a few ranged moves.
- The he got dead and I had to start over.
- “randomized hero’s race, weapon, and skills inspire new playstyles and character builds”
- No sir!
- It ‘inspired’ me to stop playing this game.
- FK permadeath and fk procedurally generated anything.
- Now that’s not really the fault of the game but if you have even the slightest aversion to either of those popular user defined tags do yourself a favour and stay away from this nope cocktail.
- P.S. Quit comparing this to Binding of Isaac, it’s not. Not even close.
- I liked the randomized character bit. I mean, I was only good with the crossbow or musket, but if I picked a guy with one of those and at least one dash move, I did pretty well
- I do like the rogue legacy type deal where you get some persistent benfits after you die t.
- However, it’s pretty much a schmup. A relatively enjoyable one, but a schmup nonetheless
- It did some things right, but what really costs it that third chair is the abysmal controller support.
- It’s a roguelite single-player MOBA, type of thing.
- I like the roguelite bits.
- The Perma-death, the randomization, the difficulty. I like that!
- What I don’t like is the cooldown-based, MOBA-style combat.
- Pair that with the bobblehead aesthetics and you’ve got yourself a 2 chair game.