
Bonfire is a delightfully gloomy tactical RPG about journey and failure, with a rapid turn-based battle system and heroes who care a little too much.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
Interesting RPG in which you have random world with random dungeons, and only two difficulty settings: hardcore and even more hardcore. Starve, lack of items, lack of luck are awaiting around every corner. You need to use proper tactic and heroes abilities to progress. Every heroes have it's own 3 abilities - one to use on enemies, one to use on friends, and one to use on her/himself. You can also unlock some additional abilities (active and passive). Choose wisely!
Bonfire Review This game has the potential to be a good game, but it has some SERIOUS issues that ruin the entire experience. I really tried to like this game, and feel like I gave it more than a fair shake. The simple fact is that this game is a very slow grind that rapidly becomes even slower. Your choice of characters is limited to the first three, and it feels like any deviation is severely punishing due to a loss in defense and/or healing. These limitations may be circumvented by grinding enough skill points to add effects to your abilities, but I'm not about to take the time to do that. Harder quests seem to be dependent on your ability to spam heavy damage or instant kill items. All other item types don't have enough impact to take. The mechanic of permanent damage is interesting, but often leads you into positions where you're pretty much doomed to die once your motivation meter becomes too hard to fill to reset your maximum health. With all these complaints, I feel like it'd be disingenuous to not make at least some recommendations: -Decrease experience required in the later levels dramatically. This game is fairly slow moving as it is, and speeding progression up a bit would definitely help this game out a lot. - Reduce the minimum amount of damage taken to 2 or 3. The bone snipers, and enemies that hit multiple times deal far too much damage, especially to high armor characters. Also, armor seems to be either overkill, or not worth anything, with little room in between. -Zhu's booby trap ability is stupidly situational, and needs a buff to make it better in more situations. Maybe make it more of a retaliatory ability that deals no damage, but prevents the next attack and stuns the attacking enemy. Nadia's riposte ability seems really weak, and I don't feel like it's worth keeping her exposed to counter a single attack when there is the potential that she could take significant damage after the riposte goes off. Maybe buff it by increasing the damage or allowing it to stack poison, and giving her a speed boost until it becomes her turn again. -Prevent maximum HP from dropping below 50%. Reduced health bars shouldn't be a death sentence for a run, especially early on. - Show more numbers during combat. It's a tactical RPG. The actions of the player should be calculated and exact; not reliant on guesses and feeling. This is also especially true when you power an attack with motivation. Maybe make a slide bar for how much motivation you want to expend, rather than charging it up and letting the player hope the amount used is enough to kill the enemy. -Make filling the motivation bar slightly easier, but it should only heal a small percentage of maximum health (maybe 15 or 20%), rather than healing back to full. -New heroes should join with 50% of average experience for existing heroes. Giving heroes that start at zero experience makes adding them to the party a severe hinderance, and prevents experimentation with party composition. -Buff items should be significantly stronger, especially items that only work for a few turns. They simply don't compare with instant damage items.
Simple concept, yet surprisingly deep gameplay. Excellent writing. Looking forward to see how it develops in Early Access.
It's good! Already worth playing in its current state early access state, if you're fine with no ending. Gets a great amount of mileage out of just reducing RPG combat down to essentials and making sure you have to weigh each option available in combat. Kinda like Into the Breach in that regard, both very elegant designs that are more interesting than the majority of their larger competitors.
This game deserves more merit, it's a really good tactical RPG and it's being worked continuously. Sure it's not fully released but its really complete for a EA game
Just 3 abilities per hero (self, ally, enemy) sounds simple, but the game has surprising strategic depth. Fun :)
I really love this game. I like the artstyle and animations. Focusing on one area (combat) and making a fun small game is a good idea. However i still have many expectations as this is not full release. I would like to see more heroes around (easier to reach) and more enemy types. There are definitely some areas to grow. Skills might need customization to make things more interesting. And a small story could help instead of constant dialogues between heroes. Overall very nicely implemented ideas. Fun and simple combat, easy to pick up, engaging and definitely might keep you going for hours. I was thinking whether sending heroes to single missions to pick up loot, could be more active like making some mini games to increase the loot gained or not. Surely there are some areas to grow. Very promising and beautiful indie game. Buy it and support people like this who has potential to make this and better...
This is one of my favorite indie type of games - you take a simple gameplay and polish it so it shines miles away. This game is like that. Just get it. It's awesome.
I really liked the tactical aspects of the game and it has great character development. Each of the heroes is unique and I wanted to learn more about them.
Nice. I especially love the simplicity of "on me, on friend, on enemy" single skills, that are super easy to learn, yet give great tactical depth. I will definitely play more once it's released in full form:)
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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