Reviews from

in the past


A very fun roguelike with interesting mechanics. While wielding a whip on a hand, we wield a weapon on the other - it can be a sword, it can be daggers, it can be a spear... We have levels and we unlock characters as we level up.

Playing this game until the end is no piece of cake, we need to retry several times, because once we die - like in every roguelike game - we have to start it all over again. Luckily, there are genies to make wishes, in exchange for gold, of course, but we can get it by collecting treasures. The wishes can benefit a lot, since regenerating our health, from enhancing our armor and weapon, to even summoning a companion or disarming all the traps throughout the current level. On the way we can also find potions to drink, some of them give very good advantages. The boss fights are fun, especially once you find out their weaknesses.

Every time I play City of Brass, all I can only think about is the song "Arabian Nights" from Aladdin, it keeps playing in my head, for some reason.

No entiendo porque acá está tan mal visto el juego, no tendrá los mejores controles del mundo, pero es una aventura simple que tampoco te pide tanto esfuerzo como jugador.
Por otro lado, el juego tampoco te incentiva a darle otra probada con los demás personajes, a mi parecer si terminas con el original ya lo viste todo.

Jogo bem desafiador, a ponto de que irrita pra caralho, vale a pena vc finalizar uma vez e nunca mais encostar de novo, se comprar, compre numa bela promo como eu fiz quase de graça

um rouguelike bom, mas sem objetivo verdadeiro igual issac ou gungeon

i really wanted to like this but the movement just felt really clunky to me


So generic I don't have an opinion

Full review on my website: https://www.nepikigaming.com/reviews/city-of-brass/

''I highly enjoyed my time with City of Brass. I mainly have to thank the perfectly customizable difficulty for this as I often get frustrated at how a lot of roguelike games pretty much force RNG and consecutive playthroughs on you. This is not the case with City of Brass as you can choose from the get-go whether you want to play just to have a good time or get challenged as much as you want to. The 3-wishes system is a brilliant addition to this as well as you don’t have to start every playthrough from the very beginning if you so desire and of course, all of this is optional. The randomly generated world is also handled pretty well as every level feels just different enough every new playthrough. I won’t deny that traps do eventually become an annoyance more than a hindrance over time though, as I always had to remain careful instead of being able to speed through the game with my gained experience. The only thing I can give them credit for is that they’re fun for luring enemies into, which is a strong point of the game as the combat overall feels very satisfying with a total of five different characters. With high replayability, I definitely recommend doing at least one full playthrough of City of Brass, and if you enjoyed it definitely check out the other characters as well!''

One of the best bagels released in the last year.
More heals, fewer shops, more variety in locations and guns, and this game will take its place next to Gunn and Isaac.

both well done and incredibly amateurish, visuals are fine but the gameplay is intolerable.

I challenge anyone to have anything interesting to say about this game

Unfortunately, this is a walker with random map generation. The game clearly lacks parkour. And the story, ideally.

I feel like at some point rogue-likes begin to make sense only as sandboxes of many interacting and cooperating systems that play out completely differently every time pseudo-random generator arranges the same pieces in a different order. Otherwise you just get an unfocused shallow game that will always lose to fidelity of human craft for single player or invention of a human opponent for multiplayer. It will be a good cerebral distraction at best.

City of Brass is commendable for attempting this kind of design, employing the sensibilities you can find in immersive sims. It's got some good ideas too in the form of a multifuntional whip that serves as your hands-off interaction tool setting little environmental dominos in motion by activating traps, pulling objects and foes towards you, knocking enemies off and even serving as mobility option by becoming a context sensitive grappling hook. Sadly it's a bit too shallow and the most satisfying thing you can do is pushing enemies into traps or blow explosive barrels around them; these environments simply have nothing on Noita or Spelunky where a little push can set an entire train of chain reactions in motion. Another thing I found in conflict with its design is health system: you don't get many opportunities to refill hearts thus you HAVE to go about it safe making sanitized non-experimental playstyle the preffered way to play the game that in theory should encourage player's expression and knowledge.

Overall I fould City of Brass to be another rogue-like that could work better as hand-crafted linear experience where all the interesting mechanics and interactions could be refined and utilized for actually interesting gameplay situations. Still, it was 90% off and I got a few hours of joy that well realized arabian nights setting brings, and experienced an interesting game design experiment, albeit not a very successful one.