Enemies and the ground should also be dimly lit to warn the player of threats more readily. However, this lighting could be applied to more than just your player character and the collectibles. The bright contrast of your character and the items looks excellent with the well-made lighting. The main issue with this approach is making all enemies, obstacles, and generally painful things dark. The visual design of Flame Keeper tends to leave much to be desired it’s an immaculate and straightforward art style, letting the glowing things be significant while the level itself is dark. This means that all the settings blend together a little too much, though. The visuals create a clean aesthetic where a few light sources shine in dark gray environments. The game opens with a relatively pretty pre-rendered cutscene and then tosses you into normal gameplay, which hardly differs from that cutscene. In addition, though it’s in early access, the core concepts behind the game seem flawed. Still, it falls short in polish and difficulty, generally being unfair and difficult to tell when you’re being hit or hitting things. Bottom Line Up-Frontįlame Keeper is a fast-paced roguelite with quick combat similar to a MOBA. Unfortunately, Flame Keeper falls short of expectations in its current early access state. I enjoy Rougelites and MOBA-style combat conceptually, but combining the two into a top-down action game may fix the issues I take with most games in either genre. The game featured in this Flame Keeper Review is a game I’d only heard about recently, but the concept grabbed me. While the Roguelike genre may have taken off with games such as Dead Cells or Enter the Gungeon, a newer and mildly more balanced genre is the Roguelite, basically, just a game where you can get upgrades and consistently make your character stronger while still delving into new and random levels every time you play. Repetitive Gameplay, even for a roguelike.
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