
A brick breaking, turn-based rogue-like bullet-builder - Blast bricks to break the bank.
Modeled estimate, not a reported figure. How we estimate →
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About
Welcome to Kill the Brickman, a turn-based rogue-like brick breaker inspired by retro arcade madness.
Build your own bullet-blasting loadouts by combining relics, clip layouts, and bizarre bullets that explode, corrode, and multiply. Every run is a new experiment. Every build is a puzzle. Every bullet is a brick-busting tool to bring home the bank.
Shoot your way through chapters, face off against powerful bosses, and uncover synergies that turn your humble pee shooter into a galaxy-defying hand cannon. With hundreds of relics and a variety of build options, the depth here goes way deeper than just aim and fire.
MAIN MISSION
Choose a chapter, choose your weapon, grab an extra mission from the intergalactic bounty board if you're feeling brave enough, and fire your way to victory. Victory isn't easily earned however, so make sure you build and stack correctly to walk away with the cash.
LOADOUT
Pick your shooter, each with a unique set of starting abilities, and pay attention to Clips in the Shop that grant even more abilities to your bullets; which yes, also have abilities. It's just ability on top of ability here. Create a build and bolster your power with Relics, which yes, also have abilities.
LOCATIONS
Choose a chapter, select your sidearm, grab an extra mission from the intergalactic bounty board if you're feeling brave enough, and fire your way to victory. Victory isn't easily earned however, so make sure you build and stack correctly to walk away with the cash.
BULLET POINTS (GET IT???)
Accept extra missions if you think you can handle the pressure, big payoffs await the brave
Remember to blow your bank at the Shop, re-roll if your needs aren't met!
Keep a keen eye on Facilities when they appear, they may just work in your favor
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Has the bones to be an interesting game, but its just under developed and generally unfun. Progression is slow, information is not clear, balancing is just boring.
Game has a fun spin on an old classic. It is broken though. 3 rounds of endless mode causes integer overflows to occur and all enemies spawn with negative health. Sometimes powers you pick last forever or never activate. Would not recommend buying.
Feels like it's never been playtested. And it was on the front page of steam so I guess we're the playtesters. But I'm not getting paid for it so...
honestly this is so boring and just plain not fun. idea is good, but after giving it a fair amount of time, i absolutely wouldn't recommend this to anyone.
neat concept but falls short due to an obvious lack of actual testing. for example, enemies in endless mode after a few rounds integer overflow and then die in one shot due to having negative health, making the game insanely easy (and boring)
There's something weirdly fun about taking Brick Breaker and making the bricks weird, angry, dudes with some bullet hell sprinkled in.
Fun, strange, and at times frustrating. This is a weird game that is the in the same vein and Ball x Pitt and Balatro. A weird take on the classic game Breakout, Kill the Brickman is a strategy based puzzle brick breaking game with some fun fame mechanics that requires some planning, strategy and luck. Clearing the game and unlocking the various levels takes some dedication and time investment, which most players may not be willing to do. Fun and worth checking out, but may not have the legs to be a top contending game
J'ai beaucoup accroché à ce jeu comme peut en témoigner mon temps de jeu. J'étais très hypé par l'idée d'un roguelite inspiré des brick breakers, un style de jeu qu'on ne voit pas souvent. Cepedant... Bien que les mécaniques sont assez simples et que vous bénéficiez d'un tutoriel, le jeu vous perd rapidement. Beaucoup d'aspects sont passés sous le tapis lors du tuto et vos quelques premières parties ne seront probablement pas brillantes, le temps de vous accoutumer. Un problème est qu'il est difficile de comprendre ce qu'il se passe rien qu'en regardant vos balles rebondir. Vous allez devoir lire les effets de chaque ennemi, de chaque installation, de chaque chargeur, de chaque balle avec attention et même là il se passe parfois des choses qui vous laisseront dans une incompréhension totale. Les reliques sont déséquilibrées, surtout les plus rares. Certaines sont si puissantes que ça en devient grotesque et elles deviennent indispensables pour progresser dans le jeu en mode infini, et d'autres sont ridiculement faibles : soit vous scalez rapidement vers l'infini, soit vous faites quelques dégâts de plus pendant un tour... Les armes sont bien différentes à jouer et intéressantes. Vous les faites monter en niveau à force de jouer avec. Ca donne envie de les maxer, mais ça revient à vous faire commencer le jeu avec un gros désavantage. Il y a 4 niveaux avec des boss et des ennemis différents. Je trouve ça plutôt cool mais le placement de certains boss dans le niveau 4 est absolument atroce, et vous risquez de passer beaucoup de tours à les tuer balle par balle avec leur HP pool gigantesque. Une fois que l'on a bien apprivoisé le jeu, on arrive à créer des bonnes synergies et on a des situations satisfaisantes et l'on peut complètement rouler sur chaque niveau. Pour arriver là, il faut se donner la peine de passer outre le début compliqué, mais pour moi ça vaut le coup.
前阵子听朋友介绍最近调研的若干款打砖块题材的游戏,留意到这一作视觉效果相当独特啊 像素又很立体,复古又很现代——宣传材料里怪怪的各种脸挤在砖块里的样子,以及插入的一些动画处理满满的游戏内片段一下子抓到了我的注意力 是提到的几款作品里面最让我产生想实际上手玩一玩感觉的作品了 尤其是有一段还展示了一个给左轮拖拽上弹的界面,让人印象挺深的,感觉挺特色的 最主要是够邪性,主角居然是一把枪?? 而2D画面也比球比伦这种3D的看起来更抓人且没有压力一些 今天不知不觉又想起来了,干脆试一试 还挺好的 也真没想到时隔多年我还能在打砖块游戏里这么投入呵呵 游戏的动画和视觉完成度确实是高,就看每局胜利那个喷钱动画最能让人有这种感觉 小振动小收缩啥的也都一应俱全 不过有个最大的毛病,音乐特别寡 音效也特别特别少 整个前几个小时一直有这种感觉 直到后面玩久了开始有点麻了才不太在意了 教程还是有点敷衍,但确实该告诉的都赶紧告诉到了 而且我敢说如果不看这个教程,枪弹夹的[激活]这个概念绝对要更难以理解 因为现在起先几个小时都是有点犯迷糊的 还纳闷为什么只教了双色弹夹的激活原理 后来第三次输了重开才琢磨明白敢情那个【对位的颜色需要一致】的原理是通用的啊... 一开始一直意味只要放进去了子弹就算是激发 另外一个重要的需要领悟的知识点是,子弹不用每一句全都塞进弹夹,攒下来的下一回合还可以用 起先不知道这个,就会觉得一到后面就有难度点吃不消了 之前最远只能到第九关 领悟了这点之后一下子就感觉道过第一章完全不费劲了 暂时刚完成第二章 第二章明显感觉攻击的敌人增多了(主要还是讨厌的眼罩睡觉男) 两章通关都用到了那个一击弹夹+一击遗物,太潇洒了,是很帅的那种设计 第二章Boss的设定也有点意思 整个游戏的概念层最有意思的是充满了一种似乎日式的,魔性的,资本主义都市气息式的,腐朽但又生活味的日常感? 都能结合到生活中,第一章看来是社会/职场主题,第二章则是日常与通勤主题 第三章暂时看缩略图里列了一排字,这本地化可真是不要太本地了.... https://steamcommunity.com/sharedfiles/filedetails/?id=3618799163 它构建形象载体的方式也很特别,既没有高度抽象化(比如都压缩成“卡牌”/“砖块”这种物质概念),也没有直接将其映射到某种具体的物,而是用了一种介于两者间的混合处理,构建了一种叫砖男的东西,所以就成了都是砖,又都不是砖,而是是鼠鼠砖、议员砖男、大嗓门砖男....玩完第一章也会觉得, 这要是整出来一个女砖男感觉也挺有意思的,可能玩家也会好奇问了:“那这女砖男还是不是砖男了呢?” ....orz谁知道呢... 但更重要的是这种处理其实让很多信息呈现变灵活了,也更模糊了,比如高残状态直接可以用满头冒大汗来表示,生物化的设定也让这个“砖”完全可以承载直接式表演,血浆爆炸这些也完全兼容了起来,且如此的“人类价值”... 也真是有种好处都让它占到了的感觉?而且我一直会觉得干掉这些砖男并不太让我觉得是杀掉它们,而是更让我觉得动作所导向的像是让他们破防了或者尴尬了之类的更有趣的结果 https://steamcommunity.com/sharedfiles/filedetails/?id=3618798866 玩到第二章惊喜的发现全新的主题和敌人,这就比难度123有意思和有诚意太多了,最主要是非常吸引人想继续向前 当然起初因为教学不到位带来的难度也是一个原因,就有种既好也不好的感觉了 好在总有新发现还挺刺激,不好在如果一开始就给我教利索了那我就不用花这么多时间试错了... 至于局外成长部分则是很简练但润物细无声的 比如到了第二章发觉不知不觉有了每局更多的子弹咧,后来重开时看界面上的信息,才发现是来自左轮手枪的升级啊,起初还以为是新章节带来的特定变化.. 最后想说就是游戏里一些概念解释的还是有点太吝啬了,除了前面提到的[激活]等词,还有像是[连杀弹夹]功能里提到的这个所谓的[增加连杀数]以及[合约的有效期]起先也让我迷糊了好一阵子(后来才明白原来指的是给每次触发连杀时,统计到的值做额外的修正,比如1连杀被认作3连杀来看待,而合约并不是仅限单局的,而是全局生效的——这还是点了暂停之后在菜单页面看到合约都显示在这里才意识到的,但是否有具体时长,是否因合约而异,则都是黑盒...简言之,这游戏太缺tooltip了) 游戏节奏是比较慢条斯理的,或者说随着后面熟练度提高,其实偶尔就可以快起来了 我暂时还挺喜欢这种可快可慢的感觉的 当越来越理解游戏机制和自己的配置,慢慢就知道什么时候应该趁热连续开火了 哦对了还有就是游戏一个海报各处用,商店、预告片、主菜单...倒是一点也不违和,作者也算挺会省的呢
Amazing and quirky rouge-like. Please just add the ability to save mid-run!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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