I found this game through Press Reset book and decided to check it out. I really like the story ending and music alongside the rafting movement. As a roguelike though, it does not have that replayable factor as one playthrough with Story Mode is enough to get the best experience. I tried Survival Difficulty and it is harder, but does not really change the experience albeit longer in the early game. I think this game needs more variety and content to achieve that replayability.
I appreciate this game has a heart but not recommending it. I would really like to see a sequel though that may address my issues.
I appreciate this game has a heart but not recommending it. I would really like to see a sequel though that may address my issues.
Review EN/PTBR
Gorgeous visuals with a very well done soundtrack, but it ends up being pulled back due to the lack of content you make in the progress of your journey.
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Visualmente é agradável e com uma trilha sonora muito bem feita porém acaba sendo puxado pra trás pela falta de conteúdo que você faz no progresso da sua jornada.
Gorgeous visuals with a very well done soundtrack, but it ends up being pulled back due to the lack of content you make in the progress of your journey.
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Visualmente é agradável e com uma trilha sonora muito bem feita porém acaba sendo puxado pra trás pela falta de conteúdo que você faz no progresso da sua jornada.
The Flame in the Flood is a visually appealing game with gorgeous, mournful music. I really admired its atmospheric tension; the game expertly threads the needle between tentative hope and creeping despair.
However, the extent to which I was forced to micromanage my inventory severely hampered my enjoyment. I understand strict inventory item caps were likely implemented to encourage players to think strategically about what they pick up, but at a certain point inventory management started to swallow the game whole.
The Flame in the Flood also doesn't pause gameplay while you're navigating its menus. This feature in a vacuum isn't a flaw, but it becomes extremely frustrating when combined with a constant need for inventory micromanagement. I died more than once after being attacked by creatures that the inventory menu was blocking me from noticing while I tediously combined item stacks from my backpack with item stacks in my dog companion's inventory.
I think it would have been much better to implement a feature where excessive inventory starts to slows your character (similar to The Long Dark) instead of having strict inventory item caps. This would encourage players to be mindful of what they pick up but in a less frustrating, more immersive manner.
However, the extent to which I was forced to micromanage my inventory severely hampered my enjoyment. I understand strict inventory item caps were likely implemented to encourage players to think strategically about what they pick up, but at a certain point inventory management started to swallow the game whole.
The Flame in the Flood also doesn't pause gameplay while you're navigating its menus. This feature in a vacuum isn't a flaw, but it becomes extremely frustrating when combined with a constant need for inventory micromanagement. I died more than once after being attacked by creatures that the inventory menu was blocking me from noticing while I tediously combined item stacks from my backpack with item stacks in my dog companion's inventory.
I think it would have been much better to implement a feature where excessive inventory starts to slows your character (similar to The Long Dark) instead of having strict inventory item caps. This would encourage players to be mindful of what they pick up but in a less frustrating, more immersive manner.