Review of City of Brass (Plus Design Reflections)

in #gaming5 years ago

I played a game called City of Brass the other day, and after a certain amount of effort managed to finally complete a run and make it to the end.

It's currently free on the Epic store if you want to try it out, and it's really interesting. It's an example of what I call a "Roguelite" game. It features very simple core gameplay, but makes up for it by being difficult in a challenging but rewarding way.


City of Brass gameplay trailer courtesy of Uppercut Games.

The core gameplay is simple. You play as one of a number of characters, and each character has their own signature weapon, ranging from swords to spears to throwing knives. They also tend to have slightly different stats, like maximum health, movement speed, and the like, but I didn't really find them to differ tremendously much in terms of actually playing the game for that, though the weapons made each a very unique experience. As you go through the game, you find items scattered throughout the levels in chests, or purchase them from genies who offer to sell them to you, which makes your character begin to feel very different; this drowns out what few differences other than the weapons the characters have from each other.

The experience is similar to risk of rain, though it feels more like the game Spelunky in style. I enjoyed it quite a bit, and it's currently free, so I'm not going to go into too much detail in terms of a review here. If you think it sounds interesting, check it out. Ultimately, I didn't feel much need to return to it after beating it, and I think I played for about 10 hours. Maybe 15. That's not bad for me these days, though, since I tend to tire of games relatively quickly for some reason, and it was too complicated for me to play while listening to an audiobook, which would have earned it more longevity at the cost of me playing it but not really listening to it. I did really enjoy it while it remained novel, though. I tried dictating some stuff while playing it, and I had to constantly remove my little verbal remarks at things that happened while playing, which is usually a sign that a game's really engaging. It reminded me of Dark Messiah of Might and Magic more than anything else, with satisfying crunchiness when you managed to do cool stuff like kicking enemies into spike traps.

What I enjoyed most in the game from a design perspective is that it was very good at allowing players to make choices. Between the option to play as different types of character, most of which had to be unlocked through play, and the ability to buy items in shops, as well as the ability to spend wishes to change how genies behave, there were lots of things you could do during that were strategic in scope.

Also unusual for a game of its type, there were many modifiers to adjust difficulty available from the very start of the game. Many of these allowed customizing the game for a less difficult experience. I personally use this to remove the time constraints on competing levels, as I get a little anxious if I move to another level before I have explored every nook and cranny of the current one. Side-note: This is why I can't play Spelunky, so it's actually something that would have saved City of Brass from a rough review from me.

The only exception to the above rule is when I am running from a half dozen enemies toward the end of the level hoping to survive, and City of Brass made a lot of situations where I just had to manage my resources and flee like a coward advance away from my enemies.

It was a great example of relying on really satisfying simple inputs, something which a lot of games could learn from. Each character has basically a standard weapon attack, sometimes a special weapon attack, and a whip. They can push enemies away both with the whip and their hands, and pull them towards them as well. Most objects can also be picked up in this way. Characters can also walk, sprint, and Crouch: Crouching while sprinting lowers into a slide. Jumping allows passing over gaps and traps, and characters can mantel over ledges. The result is a great amount of freedom and very simple controls that feel intuitive. It reminded me of Brink, the parkour-based first-person shooter, but with much more interactivity with the world to give better engagement.

There are hidden layers of complexity as well. There are probably at least seven or eight dozen different items in the game, and any combination can appear during a given run. In addition to fun things like increased jump height and movement speed, distinctive weapon, whip, and armor variants exist that can be really useful in a pinch. My favorite were the throwing knives with a ricochet ability, though I wound up using the ones that restored my health when I killed enemies because I was going to die otherwise.

An example of very simple systems that add to the complexity comes in the form of the whip. The whip can be used for special effects if you hit enemies in different places. Stun an enemy by attacking their head, disarm them by attacking their weapon, krypton by attack. Generally you push enemies away from you, but you can also pull them. Traps can be triggered when you hit them with the whip, allowing clever tricks but also safe passage.

I could give more examples, but you get my point: one always feels like they are making decisions and that their decisions have consequences.

It has been a long time since I have felt as embarrassed by something I have done in a game as I did when I cleverly jumped over a pit trap only to have my momentum carry me into a chasm (which was clearly visible from the doorway I was in). The reason for this is that my decisions felt meaningful; it wasn't bad controls or a deceptive environment. I had made one decision but failed to account for all the information that should have been available to me, had I been thinking through my environment. I had already gone that way before, too, and had reminded myself to be careful around the pit.

As a designer, I think that moments like these are what we should aim for. We want players to feel like that are branching and divergent consequences for their actions. One thing should lead to another unforeseen, though not unforeseeable, outcome. Unforeseeable outcomes are just frustrating. Rather, it should be like when one makes a move in chess that opens up a flank to an opponent. A great game is simple enough to play, but complex enough to get lost in.

I also think it's a testament to how games don't have to be over-complicated. There's a lot of stuff in City of Brass that I did not even discover. However, only on rare occasions did the game feel it necessary to call me out for my ignorance, like when I accidentally drink a potion that turned me into a chicken (and hey, that was funny!). At any given point in time, there were just a few things to focus on, but they really demanded my attention.

That's a great way to make a game.

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I agree while I also disagree. Consequences for individual decidions surely give amazing rewards, even if in a frustrating way, but it's okya to deliver a linear game as long as it is entertaining. I love games that take me by the hand just as much as unique roguelikes.

Anything that doesn't force me to randomly wander around explore as part of progression and doesn't have turn based combat can be great for me, which just reiterates on "it's a matter of taste".

I might try this. The unique upgrades and items make it sound like fun.

I found it quite enjoyable, but I will say this about City of Brass: it caters to certain people.

There is a focus on exploration, but there's a relatively linear flow to things. I think it works really well because the action is fast enough and the rooms are varied enough that I never got bored.

I strongly recommend it to you, though. There think it has some broad scale design similarities to Wizard Slime, so it might be an interesting experience for you.

I thought this game will be good, but it's bad.

  • Graphics is nice.
  • Simple gameplay but nice too.
  • Sound is poor.
  • No map or minimap.
  • No saving option or checkpoint. Have to play it from the beginning to the end, playing at middle of game then quit and you have to play from the very beginning of it (level 1)

I didn't really notice the graphics all that much, though I will agree that the actual design and stuff is well-done. After the first couple hours I was more appreciative of their visual design language than any aesthetic, though there were some sections that would probably have been pretty cool to see if I'd slowed down a little.

Honestly, I think it was the gameplay I tired of first. Some of this may have just been the fact that once you beat the game there's not a whole lot of reason to go again other than just to see if you can make it, but by that point I'd gotten so polished that it was either a matter of dying stupid really early or finding my groove and making it pretty far in. The final boss fight was disappointing, though spectacular from a visuals perspective, so that kind of put an end to my goals (admittedly, it was a very clever idea, just was too easy).

I didn't really notice the sound all that much, which is probably a problem. I found it functional in the sense that I knew what was going on, but the constant ringing from all the loot lying around got on my nerves as much as it helped me. A lot of repetitive screaming, grunting, and weapon clashing doesn't do a whole lot, but I've gotten used to it as a sort of par for the course of games thing.

There's actually a minimap/map function, but it's locked behind a relatively rare item. I think I was seven or eight hours into the game when I first found it. It's kind of a Pyrrhic victory when you find it, because then you wind up going without later and it's very jarring. It also doesn't show enemies, which is kind of a big deal because unless you pull up the map entirely by pushing M it will just let you get shanked while you're trying to figure out which type of genie it's indicating.

Actually, you can leave between levels (it's kind of a hidden feature) and take a break, but you just can't during levels.

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