The Light Brigade
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5.00
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The world remains in eternal darkness and only you can bring the dawn.
Enlist in the ranks of The Light Brigade, humanity’s last line of defense, and journey through procedurally-generated battlegrounds as many times as it takes to free the souls of the fallen trapped within.
Strategically take down relentless enemies with immersive, physics-based gunplay in this atmospheric roguelike shooter. Unlock new weapons, spells, and classes in your attempt to restore light to the world.
Steam User 39
Pros
+ Interacting with the world is one of the best experience of any VR game (very similar to Alyx)
+ Gunplay is very consistent and well implemented, guns are easy to handle, feel very punchy and aim like you expect them to
+ Graphics and general ambiance are perfect
+ Environments are very well designed
+ Gameplay is very original (Dark Souls roguelike with WW2 weapons like what)
Cons
- Upgrades you find during your run are kinda far between and usually have minimal effects, the weapon attachments are rewarding but seem pretty rare while the cards (character upgrades) are not very rewarding (unlike other VR roguelikes such as Ancient Dungeon)
- Boss mechanics are a bit weird / confusing
- It seems like once you have unlocked and partially upgraded all classes there is no real end goal remaining, i might be wrong as i still havent unlocked everything, will update comment in the future
Opinion
Overall the game is still one of the best VR games out today and sits on extremely strong foundations, i'm sure content updates will make me come back to the game every so often.
Steam User 19
As of now, I would give this game a "meh" out of ten. Consider picking up on sale if you're very intrigued by the concept but pass otherwise.
First I want to start off with the positive. It is EXTREMELY impressive that the developers have managed to make a mostly bug-free procedural roguelike in VR. Aside from a couple crashes, I haven't seen any of the issues that I might expect, such as collision, clipping, inaccessible areas, etc. They also very cleverly make use of the VR teleportation mechanic, present in many games as an alternative for folks with motion sickness, as a "dash" ability necessary to progress through levels and dodge around enemies to gain an advantage. There is a good variety of classes with different guns to choose from, leading to reasonably varied playstyles. The graphics are simple but the aesthetic is consistent and solid.
All sounds great so far, right? So why am I unenthusiastic about this game? Well, simply put, the core roguelike gameplay elements that keep players coming back long-term are very underwhelming.
1) Enemy variety and AI are both poor, leading to lots of the same kinds of fights with the player carefully peeking around the corner in between enemy volleys to pick off enemies one at a time.
2) I heartily disagree with the decision to separate different weapons into different classes that are fixed for each run, instead of allowing the player to find and pick up different weapons along the way within a run. In a similar vein, Tarot card and weapon attachment pickups don't feel very impactful and don't lead to varied gameplay and synergies to the extent that one would want from a roguelike game, instead mostly feeling like generic buffs.
3) Resource management with health and ammo are simplistic. Ammo and consumables are always plentiful, and the low-health-regen mechanic combined with the extra-lives mechanic warp the usual health management dynamic in a way that doesn't seem to reward players for playing precisely. Instead the game encourages allowing yourself to go low on HP and just turtling behind cover until health regenerates. Lack of AI creativity and aggression also fails to punish the player for turtling. I would prefer more consistent health regen pickups and removal or rework of both of these mechanics.
4) I've only gotten to the 2nd boss so far but the boss design doesn't feel very interesting. Once again, turtling behind cover isn't sufficiently punished. The acid pool thrown by the 2nd boss also damages you even if it is up on a platform and you are below it, which is annoying - the Z-axis hurtbox for that should be reduced to avoid that.
I hope the developers see this feedback and consider reworking some of these systems to create more dynamic gameplay. There are great elements here in some of the most challenging development areas, and with some tweaks this game could be truly great.
Steam User 12
A unique game that basically combines WW1/WW2 weapons and wizards into a dungeon crawler. Me like.
Steam User 7
This is a good game. Not great, but definitely good. It's got great polish and soul to it. You can care the developers are making something special and that they love this product.
The one major shortcoming this game suffers is common amongst small-teamed-indie roguelikes - A huge lack of depth and variety. I'm gonna detail every thing I've got a gripe with below:
The game has a bunch of potentially interesting systems that could in theory lead to interesting combinations and interactions, but as it currently stands, each category only has a handful of options to find in a run. The tarot cards (think something like passive items from Binding of Isaac) are the most fleshed out, but they all blend together. Their descriptions are often a bit vague and they all amount to extra damage, charming enemies, slowing enemies, or damage negation.
Weapon attachments are really cool, but some categories feel like there is only 1 or 2 options to find through a run, and they all just increase damage.
Enemies are not really that varied, there are some enemies that spawn minions to rush you (wolves & birds), but the vast majority will just stand and shoot you, occasionally running at you. There is 1 other non-boss enemy that is interesting, the giant shadows, which are so cool. Wish there was more like that! They scare the shit out of me everytime and their inhuman shape is very unsettling.
IDK if this will open up the more I play too, but I've beaten about half a dozen runs and unlocked most classes and I've only seen 3 bosses. Their arenas and patterns are identical run to run, and while they are extremely well designed and fun to fight imo, it's less exciting to do the same fight over and over.
This is all compounded by the map variety. VR gives so much immersion to exploring areas and finding new things, but every section plays out in the exact same order run to run with small differences. There are a few maps that will show up occasionally to spice things up that are vastly different, but it's much of the same here.
Last negative point is that the balance of the game is wonky. Classes like sniper kind of suck compared to classes like assault which can just raze through an entire run without ever dying. The game's current set of skills and items vastly benefit faster shooting weapons over single shot guns. Maybe this is something that attachments can fix? I feel like this is a tough egg to crack. I like how different and unique the classes feel from each other (best example of variety in the game imo), but idk how you could balance everything to work around their differences.
I know a lot of what I said has been negative, but the core game here is very special. The art direction and world are lovely, and the game is definitely worth the money and fun to play. I hope that the devs get lots of support and continue to bring more depth to Light Brigade, because I believe with a little more depth and variety that this is just straight up the best VR roguelite shooter I've played. I know this is due to indie budgets, timelines, and small teams, and I know adding this stuff isn't easy, but it is what separates the good from the great in the roguelike genre. I believe in the devs! They've got a great roadmap for 2024 and more planned for 2025, I'm looking forward to the future for the light brigade.
Steam User 7
Extremely good VR game if you like rogue like. Meta progression changes your gun optical and they still add stuff. Hades VR with WW1 setting.
Steam User 5
Fun game, def worth picking up on sale.
Got a few issues, the enemies are sometimes a bit unfair, being able to snipe you from across the map, projectiles going through solid objects to hit you and the such (kind of a big deal when a hit easily takes 1/3 on ur health)
the controls work great, but for some reason, when holding a weapon with both hands you move slower, even if they gun is not raised, i think thats silly and should be changed.
overall, solid game.
Steam User 5
I honestly enjoy this game. I think it's a pretty good VR rogue-like. Weapons generally feel pretty good. The boss fights can be fun with actual mechanics other than "shoot it till it dies." But it's not perfect, there are a few flaws. Levels can get a bit repetitive; you're always going to be going through the same zones in the same order against the same bosses. Your primary progression system(cards that give you minor or sometimes major bonuses) could use some work. I'd argue some of the cards are all around better than others with damage increasing cards almost always being the correct choice.
Then there is the one thing about this game that always leaves me with a sour taste. Every damage increasing upgrade you get comes as a flat bonus. +2 Physical Damage, +4 Magical Damage, etc... This unfortunately results in the rapid fire weapons being objectively better than your slower rate of fire weapons. With the assault rifle I can regularly beat the final boss on the highest difficulty in a matter of seconds. With the sniper and bow I find myself struggling to beat the final boss before running out of ammo even on lower difficulties.
Overall I've enjoyed my time with the game but it lacks a lot of real build choice that a rogue-like should. Probably get it on sale.