Black Future ’88
Black Future ’88 is a Synth-Punk roguelike 2D action Shooter. Vertically climb an always evolving procedural tower to reach the top and kill its insane owner…before your heart explodes. Shoot, slash, dash and upgrade yourself to survive the endless waves of deadly traps, homicidal AI, crazed junkies and colossal Wardens standing in your way in a stylish alternative version of 1988. The world is reeling from a nuclear cataclysm, created by Duncan, the tower architect. The First of his bombs fell in the summer of 1988, and by December they had blacked-out the sun with endless rain. We decided to stop keeping time after this, and it’s been 1988 ever since. Everything that lived through the initial attack will die in the extreme floods that followed. These are the times after, where there are no more months, or even weeks…everything is measured in minutes left to live. Take on the mantle of one of the last remaining misfit survivors, and fight your way to the top of the tower to kill the architect and stop the endless nuclear rain. Ascend to die, and die to survive.
Steam User 4
crazy hidden gem. the aesthetic is absolutely slick, the music bangs, the combat is extremely fluid. the game is hard - no doubt about that - but the amount of unlocks is crazy, and the unlocks add a ton of variety to the game.
If I absolutely had to find a complaint is that the game could have used a bit more variation in the bossfights - either more bosses or some other mechanic to switch up how they play out. But really it's a minor complaint.
really fantastic job to the devs to make such a stand-out game in a crowded genre.
Steam User 3
Game looks good, music is awesome.
Level design wise is a bit confusing and the mechanics are a tad weird sometimes, but fun nonetheless.
Steam User 3
Black Future '88 is, unironically, a game that "gets better after X amount of hours".
Whether you feel like sinking in some time investment is up to you, but I strongly respect what this game is going for. It's very DIFFERENT from the more popular rouge-like games, and it definitely isn't going to be for everyone. This game is cryptic, with many secrets and surprisingly well-thought mechanics that may fall a little flat in execution, but you can see that INTERESTING ideas were brewing here. It's unfortunate that the first impressions of this game will undoubtedly be very rough, but if you bother to keep playing, more mechanics (some that should have been there at the start) will be added that makes a lot of sense in hindsight. Like, being able to gamble your Deadlock time to get some back later doesn't make sense on the first few runs, but if you clear a run for the first time, you'll eventually realize that the true "meat" of this game lies in Looping, where you're not just focused on survival and dealing damage, but also having enough time to last you for subsequent loops.
I do think there are some glaring issues; the visual flare this game has can definitely be a bit much at times. You eventually get used to it, but again: first impressions are very important. Also, using explosives is EXTREMELY PUNISHING because self-detonations (which are very easy to accidentally do) are almost-always an instant kill. There ARE perks to mitigate this issue, and one Synergy in particular that would actually make them usable, but the fact that an ENTIRE CLASS OF WEAPONS is generally just safer to IGNORE because otherwise they may END YOUR RUN just for using them is really too harsh. I do think there should be some inherent risk in using them, but you really have to go out of your way to get away with using them safely.
Speaking of which, Synergies are a little too hard to make; you only learn the recipe after making said Synergy, and there are no hints leading up to it. I suspect many players don't even know what the last tab in the Codex is meant for, because it's meant to show data for each Synergy. But you often need a specific weapon as well as the specific combination of perks active, making finding these organically in regular gameplay more difficult than it should be.
I also wish that dashing could be done omni-directionally instead of just an X and Y axis. This game puts heavy emphasis on dashing to evade danger, and with the lack of i-frames it's very easy to die. Having some more flexibility on dodging would be great.
Overall, I would NOT recommend this game to newcomers to the roguelike genre. I WOULD recommend this game to people familiar with roguelikes, and are craving something very different from the usual formula, and are willing to get out of their comfort zone. This game is generally ruthless, but that makes getting good at it all the more satisfying.
Steam User 2
This game is really fun at times, and although there are some super clear upgrades to pick everytime, theres just barely anything in here. The upgrades and variation in characters dont hold up at all to some similar games like enter the gungeon (foreverglaze) and voidigo. Weapons are super casino monkey activation clapping but in a good way, definitely my fav part of the game. The whole vibe and setup is so cool, I just wish there was more content and enemy variation. Still a fun short game tho drippin with style. 7/10
Steam User 1
I was on the fence as to whether this should be a thumbs up or thumbs down, as there's certainly a lot to critique here. But in the end I walked away from my (brief) stint with this game having had enough fun that I could pretty happily recommend it to those who love this sort of thing, even if it isn't entirely for me.
Like a lot of other players here, I think the game's biggest strength is also its biggest weakness, and that's in its presentation. It makes a great impression on the store page here, but in reality it kind of looks better than it is to play. "Style over substance"? Maybe, although that calls the content of the game itself into question (and for a small indie title, it does actually have depth to uncover). "Form over function" is perhaps a more apt summary.
The game is dazzling, flashy and overstimulating to a fault. It's visually dense artstyle is often hard to parse, and in of itself creates a learning curve as you learn to grapple with what the hell is happening on your screen... especially when combined with pretty poor UX and player feedback. Luckily there are some game settings you can tweak to tone down the intensity, but it starts to come at a cost to the game's quite appealing aesthetic. And although the game is largely a success artistically, I do feel that the high quality of the pixel art starts and ends with just the environments - the sprites & animations of characters themselves mostly vary from dull, to nondescript, to even confusing, sometimes getting in the way of clear visual communication.
The procedural mapgen is also one of the weaker elements, which hurts somewhat for a roguelike. The progression of rooms in these 2D stages will often bug out and overlap, stacking in the minimap and confusing navigation. Almost every run has a selection of heavily-trapped dead-end rooms with NOTHING at the end of them... no loot or reward of any sort, just maybe a pip or two of health lost to environmental hazards. I even had one run rendered unable to be finished, as I was given a tall room with the exit at the top but no platforms to reach there (unless this was some sort of environmental puzzle randomly applied to 0.01% of rooms, but then that would just be a different complaint).
By far my biggest complaint though, and this is probably more personal, is that I had no idea just how bullet-hell-esque this game was going to be. I never saw the game in motion before playing and only went by screenshots, so perhaps that's on me. But there are some bosses and enemies there will just ABSOLUTELY soak you with bullets. Now, I'm not one to usually shy away from a "difficult" game... but this has made me realise maybe I enjoy a different type of "difficulty". Give me a big slow boss with well-telegraphed moves... even with one-hit-kills, maybe a bait/fakeout move here-and-there to contend with... and I'll learn to dance that dance. But fill my screen with endless fractal waves of projectiles, and something in my brain just shuts down and short-circuits.
The game luckily has an easier "Assist Mode" you can toggle, which I played on for the last couple hours of my time here. It introduces a sort of bullet-time slowdown you can activate, which made navigating those bullet-hell moments a lot more tolerable for someone like me. But whilst I did wind up finding myself having more fun with the mode toggled on, the slowing of time actually speeds up the game clock, which meant my runs never even wound up being more efficient than with the mode turned off. Which I guess brings me to some of my smaller complaints - I just don't like time limits, nor the game's "Skymelt" feature that swallows up your money and ammo drops after a few seconds on the ground to power up enemies. Maybe roguelike purists appreciate the difficulty these introduce, but I just don't see where the actual fun is.
Despite those complaints, I did still have some fun here. I think the progression and combat are compelling enough, but what carries this game is the audio/visual sensory treat it presents. Beautiful, colourful environments and lighting with incredible sound design and an absolutely banging soundtrack. It's buggy and a bit rough-around-the-edges, but I can still see why Black Future '88 has its fans.
★★★✰✰
Steam User 2
All in all Black Future '88 is a pretty good roguelike. The movement and general gameplay feel fluid, and the other systems (stims, perks, curses) feel balanced. There is on the other hand a fair bit of screen shaking and flashes which might be troubling for some players. The biggest problem I had with the game though is the achievements. Most of them are fine, but things like "Dash 10000 times" and die "Die 150 times" really annoy me since you are most certainly going to have to spend a few hours repeating the same inputs to get them as they wont happen naturally over the course of gaining the other achievements. Other than that some of the extra rooms which you need to visit for achievements feel like a really low rate of appearance, especially when they only spawn on 1/2 specific floor(s). Then again, if 100%ing is not what you care about, then this game is great, and despite not having an update in many years I would say it still holds its own in the ever expanding list of great rougelikes out there.
Steam User 2
I have a death inside my body, and it will outlive me. But the future will always belong to those who take it.