The Flame in the Flood delivers a brilliant twist on the survival genre. The inability to linger in one place makes the game feel like a proper adventure with some additional survival trappings.
This game introduced me to Chuck Ragan (musician).
It is a great journey game. If you can ignore questionable visual choices (or if you like me and can enjoy the visuals) then you will face uncompromised survival experience with great music and interesting mechanics.
But most of all you will face your journey. This game change all we know about survival game (hoarding resources) and give us smart approach, to travel along the river you need to prioritize what to take with you cause your boat couldn`t take it all. I realy enjoy the game with it`s growing difficulty and sense of journey.
The Flame in the Flood encourages you to put long-term goals aside and live in the moment, to make choices and overcome short-term problems with risky but satisfying spontaneity. Despite the awkward menu system, it’s an absorbing game that lets you experience a journey in the present, and fully appreciate the sights, sounds, and joys of floating down the river in its alluring world.
Flame in the Flood doesn’t burden player with too many details: there simply was a flood, and now a brave girl and her dog are trying to get as far as possible downstream. Good Samaritans are all but non-existent, waters are rough and shores are rougher, so survival isn’t going to be pretty. [Issue#208, p.56]
Beautifully done battle with nature, which relies primarily on audio-visual aspect and a realistic setting. Grab your axe, food for three days and get downstream.
This is no quaint river rafting trip where you can sense the spirit of Huckleberry Finn. This is a relentless beast that let’s you die without warning. But even once you got the basics covered this is not as engrossing as Don’t Starve – even though artdesign and music are top notch.
Overall, the experience of playing The Flame in The Flood is more frustrating than nerve-wracking. I get that survival games won't be easy, but their systems should feel balanced, not bullshit. And the nodal method of traveling down river can feel futile in its own way. There's a big, bad wolf between me and any desire to play this further.
Very enjoyable game - artwork is beautiful and the music fits the atmosphere perfectly.
Felt like it had a bit of a steep learning curve, but as soon as I figured out some of the tricks (like don't even try to mess around with Wolves - duh) it was a much better time.
Does a great job keeping me a little on edge as I try to decide which items to take and which to leave behind... should I use this resource now, or wait for an emergency.... Very well done in my opinion.
Nice idea but bad execution. This game has a fine drawn graphics, good audio (music) and that's it. Game mechanics are often crude and frustrating. Gameplay is simple but yet unbalanced, sometimes I was thinking it's more based on luck than careful planning or 'survival skill'. Amount of rain is ridiculous, is it USA or Amazon? In my opinion days are passing too fast and you're almost constantly wet or/and hungry, but what annoyed me the most are really rare checkpoints. I know it supposed to be a rogue-like but losing 2h of progress can be really frustrating. Sadly after few "Game Overs" it's getting boring and no storyline (or any kind of plot) makes it even worse. Better stick with "Don't Starve".
The graphics are meh. It's a safe stylized approach popularized by Fortnite. I'd like to see more creativity.
The soundtrack is great! Really the best part of the game.
Procedural generation is used as a crutch for boring game design.
Overall it's a safe venture into a market crowded with roguelikes, it could use some fresh ideas. There are better options and only so much time to play!