
Blaze a trail through a gauntlet of unique and varied bosses, in this rogue-like boss rush about smoldering want.
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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
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Cool game from my favorite pokemon sex comic man
i eat kids
The summary of this review is that this game is fun, well-presented, and great for the price with plenty of potential. The bulk of this review is me explaining all that in detail, more for the devs than any potential buyers. -- Burning Branch is a classy roguelike that easily slips me into that essential "just-one-more-run" rhythm, and keeps me there with its slick presentation of its wondrous and subtly detailed art style and world. With some moderate adjustments to its sound design, its writing, and the regular increase of content that befalls Early Access development, I think this will be a distinctive boss rush experience that is easy to get hooked on and easy to love. Even now, I think that $10 is a very reasonable asking price for the experience on offer, and I wholly recommend the purchase. What I noticed first as I booted the game was not just its art style, but how well it showed it off. Comic frames and text animations combine to add the production trimmings of a comic book to the viewing experience, and the game wears it well. Seeing each cutscene play is a pleasant surprise as the game moves both art and viewpoint to show off the liveliness of its main character, the nonbinary mouse Sen, whose passion for their rescue mission drives the story. Each character, background, and animation is smooth and well-shot. While the game's art could certainly stand on its own, the execution of that art is what elevates the game's visuals from solid to fun and interesting. The gameplay that follows this is some classic boss-rushing, roll-dodging, sword-dancing action that locks down the fundamentals rather quickly. I don't believe this is the game's strongest element at present - especially some boss' animations, which can look too similar between different attacks to distinguish them before they start throwing hitboxes - but it's in a very solid state that could easily be improved upon over development, I feel. The buildcrafting system offers plenty of options to differentiate runs and try out new things. The game's upgrades excel at tying your four core abilities (light, heavy, skill, and roll) into different interactions with themselves and each other over different runs. The writing is tight and (from what I've seen thus far) focuses on Sen's relationship with Shade, their missing love, and with the folks from a town that appears to have functional immortality through an ability to be reconstructed after death from ash. Each run is punctuated by the opportunity to visit with these individuals. While this as a concept has been explored before on occasion by roguelikes, the execution is fun and quickly appealing, if a little direct in its dialogue at some points. The subtle worldbuilding shines most here, small additions in the dialogue and in the background of events and stages quickly creating detail in the game’s world. This is the part of the game’s writing, and all its positive qualities, that kept me coming back for more: subtle background details. Every little piece you notice behind the main story fits together smoothly. Constructing truths about this game’s world out of these hints and notes becomes a satisfying art of perception and interpretation. My only criticisms stem from the sound design, which I feel could be louder and more complex to make combat more interesting to the ear, and the buildcrafting options. While they are interesting and viable, I feel the game actually provides too many options too quickly, making it hard for players to make one build when there’s only so many pulls from the very large bag of possible upgrades. A small decrease in the number of possibilities might be in order, but that is a delicate process that I’m not too keen to question. It may also be that I just don’t know enough about the game yet to understand how to put real builds together. Other than that, I think some of the lines between characters can be too direct, although this could have to do with yet-to-be-added facts about the lives of the Undead. In either case, I think some of the game’s more direct dialogue about the character’s relationships do slightly shake their relatability as characters, but this is also a delicate thing. Overall, the writing is very good, and I would hate to see it reduced to fix a relatively minor problem, but it did affect my experience enough for me to remember and note here. Burning Branch, in its current state, is a fun experience that gives a worn genre a new look and a new organization of ideas. To top this off, it paints itself with fantastic art and detailed worldbuilding skill that is incredibly rare in roguelikes. $10 is a well & fair price for what’s here now, and I feel that the future holds even more good things for the game as long as it stays the course and makes some minor corrections along the way. Bravo to the artist & developer behind it and I'm excited to see more.
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Hours played at review time, across 24 reviews with recorded playtime.
elden ring if it was good
The combat feels very fluid, meaning although I find it challenging, I can only blame myself for my mistakes, which keeps making me want to try again. The dialogue is also nicely written, There is an interesting story with interesting characters, and I can't wait to progress it in order to see more of it.
cute art, dialogue is nice, and gameplay is fun and difficult worth it, and its not even finished product yet very excited to see how it ends up
Amazing Dark Souls rogue like game! Love the art style and story too even though it's still an early game. Plenty of builds to try out and just recently while I'm writing this, the devs added new bosses. I see some potential in this and would recommend people try it out.
This is a really fun game! Great art! Great story! Great music! Great gameplay! Do I need to say anything else!
First keep in mind that English is not my original language, in fact, it's really bad... The game is good, well made and the artist/gamedev behind it does a phenomenal job! It's certainly worth it, even though it's in early access for now, but I don't regret it. The game has a nice price, nice combat to learn, variety of bonuses, wonderful art, a story that is being built with great skill and has a heavy and dark air something already mastered by the author. I believe there are only two complaints to make, but I don't even REALLY call them complaints XD First, not being able to cancel animations to dodge and it was something that, in MY view, made the combat a little rigid and I had to work around it... Second, some things are still a little slow... I feel like the animations are at 0.9x or 0.85x, the weapon felt heavy (I liked the attack speed upgrade, but that was removed in this update ;-;) and the dodge is the main reason why the game feels like it's a bit slow, by comparison you end up getting a bit weird, but again I adapted and beat the (at the moment) last boss using the slowest atack XD
TL:DR Amazing core gameplay hindered by low content on EA launch. This is a Roguelike Souls-like Boss Rush executed well. I'm opening the more in depth review on the only notable flaw: Content. As of right now, unless there's unlocks I don't know about, there's a single playable character/weapon and exactly enough bosses to fight everyone exactly once per run, which ends on Act one. I really hope the dev prioritizes extra content for the first few updates cause there is 100% going to be some negative reviews talking about this. Gameplay can be best described as a fairly basic Souls-like. You have the standard roll, a light attack with a 3 attack combo, a heavy attack that can be charged for a second for better stuff, and a skill that for the only weapon in early access is a simple ranged attack. While it is pretty basic, I'm a huge fan of how it all plays together. The real depth comes from optimizing your playstyle to account for whatever upgrades you get and which ones you engrave onto your moves. Boss design is generally positive, though there are two annoying bosses (the summoner and the slime), but they feel more like a skill issue than unfair design. Do be careful of the Act boss, as he hits moderately hard. There is no boss that requires going for specific upgrades to beat them, but playing around your build's strengths and/or getting a nutty combo can make certain bosses fall over and die without much trouble. Visual style is... weird. I absolutely adore the art style, 11/10 for pure visual aesthetics. Animations, on the other hand, are a bit rough around the edges. I would advise keeping the game at 60 FPS as the animations seemed to glitch out when I raised it. It's a downside worth mentioning, but I personally can look past the crusty animations. Story is a bit short as of now (at the time of review you're basically done with story progression after the first finished run), but I'm loving what's here so far. All characters have interesting personalities, though I do wish there were more dialogue images for the characters. Story themes are strong and set the stage for a wild ride once more story is here. Overall I'd give it 8/10, with content being the only thing stopping it from being 10/10. If the dev keeps at it, this has potential to be one of my favorite roguelikes.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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