
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Didn't play a ton of this past finishing a run but I thought it was pretty fun with some unique build mechanics.
Very simple but enjoyable.
Glad I found that gem. Great small rogue game.
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Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great little game
通关了一次来留评论。地图走位这个系统有点半吊子了,并没有那么多策略空间(开图和移动还消耗资源,花钱买移动机会真能赚回来吗?才赚多少?)。战斗部分,随机性有些强又或者我有点菜,需要一个比较好的技能组合和装备配置才够强度,而且没有那种一旦成型就碾压的感觉,还是需要各种保血量,考虑到地图有陷阱和弹幕乱飞的同时人物移动性能不灵敏,地面有障碍,画面边缘还有遮挡,实在是爽不起来。
Rouglike俯視角動作爬塔, 死掉就重來 系統隨機組合三個種族武器技能 種族自帶一個種族技能和兩個隨機技能 可以自選種族武器技能, 但經驗減半 每次破完一大關會得到經驗, 經驗解鎖更多種族, 技能, 武器 總共5-6大關, 每關有boss 地圖有敵人, boss, 各種商店 裝備可組成套裝, 技能也在商店中升級 望遠鏡用來開圖, 傳送石用來傳送, 沙子用來增加商店品項+開路 有時間限制, 過幾回合後會有暗影一層一層摧毀地圖 一場大概30分鐘左右 元素拆解: Rouglike爬塔 俯視角動作 場外解鎖機制 機制好理解好上手 快節奏 主要學習點: 俯視角的操作能力 -走位閃避敵人, 並同時輸出 -技能如何combo 理解遊戲機制 -種族裝備武器技能如何搭配 -熟悉怪物攻擊模式 風險控管 -生命是最重要的, 該貪還是該保守 -爬塔路徑規劃怎麼走 缺點: 摸透遊戲元素後相對變化少容易膩
[ラスボス撃破後レビュー] セール時101円で購入させていただきました 低価格帯では良ゲーの部類に入ると思います Good ・俯瞰視点(真上)なのでモーションが見やすい ・ゲームシステムがシンプル ・スキルバランスが良好、どれも強い ・コントローラーフルサポート Bad ・ビルドが完成するまで非常に長い ・章間の難易度の落差が激しい ・お金のドロップ量が少ない ・経験値(解放要素)の溜まりが遅すぎる ・近接武器が軒並み息をしていない 総評 プレイ時間は2時間未満になってしまいましたが お値段以上は間違いなく楽しめました セール時であれば即買いしても間違いないかと思います
Flamebreak delivers a compelling, fast-paced roguelite action experience that cleverly fuses the structural progression of Faster Than Light with the room-clearing intensity of top-down twin-stick arena battlers. The core concept challenges players to guide a randomized hero across a dangerous overworld map to confront warring deities, utilizing a mechanical hook that infuses combat with character abilities heavily inspired by MOBA games. Every procedurally generated run combines unique race attributes, distinct weapon parameters, and cooldown-based skills like grappling hooks or elemental strikes, demanding highly reactive positioning and quick reflexes. The visual presentation complements this hectic loop through charming, lighthearted cartoon graphics and hand-painted story scrolls, establishing a distinct high-fantasy atmosphere that keeps the rapidly shifting skirmishes engaging. However, stark spikes in difficulty and a high reliance on RNG create a somewhat uneven experience that may polarize casual players. Because individual character skill combinations are completely randomized at the start of a run, certain sub-optimal configurations make progression feel intensely punishing, occasionally reducing complex boss encounters to trial-and-error attrition. While the overworld navigation and daily challenge leaderboards provide solid structural variety, the basic room layouts can eventually feel a bit repetitive over extended play sessions. Ultimately, the software offsets these balancing quirks with a highly addictive unlock system, responsive control schemes, and immense build diversity. It stands as a thoroughly competent and enjoyable hybrid title that rewards tactical adaptation, offering great value for dedicated fans of the action-rogue-lite genre.
very cool rougelike game
I thought after 50 hours I had played this game more than enough, that I had clearly overplayed it to the point of sillyness, and then yet for some reason I still went ahead and played it for like another 50 hours after that and now even beyond that I've still kept going and probably won't stop at this point. So I guess Flamebreak one of those highly honoured games in my roster now, one where I don't really have anything more to learn or discover, but I still just boot it up anyway: like any old classic, knocking out a few hours for a bit of relaxation every so often is great, even if I never play it for many hours on end like I did when I first bought it. As with any game that has managed to make its way into my long-term roster in life of things I just periodically pick up fro a bit of fun, this game comes highly recommended from me. It's a room-style rinse and repeat roguelite in the spirit of Gungeon or Isaac, with a StS style overworld exploration between the encounters + creeping shadow that strictly limits time. It's a very tight experience: all game play, no faff, and no confusion about where to go or what to do next. It's very stripped down but in a good way actually. There are some lore tidbits to enjoy if you like but they're skippable and I wasn't interested. The game play stands on its own just fine so the fact I never really had any interest in the lore was not a problem for me.
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $110.7K | 367 | 93% | $12.49 | |
| $15.7K | 81 | 89% | $9.99 | |
| $3.5K | 20 | 85% | $5.99 | |
| $203 | 11 | 82% | $0.99 | |
| $205 | 3 | 100% | $2.99 | |
| — | 0 | — | — |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $126.3K | 397 | 88% | $12.99 | |
| $126.2K | 297 | 95% | $17.99 | |
| $126.3K | 409 | 96% | $11.99 | |
| $126.2K | 135 | 92% | $39.99 | |
| $126.2K | 657 | 74% | $9.99 | |
| $126.2K | 319 | 79% | $9.99 |