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 27
This sits alongside Compound and Ancient Dungeon VR in the roguelike top shelf.
Steam User 27
This is my rifle
This is my gun
This is for killing
and praising the sun!
Steam User 31
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 18
The Light Brigade is what VR desperately needs, games focused on gameplay rather than showing something visually pleasing off or just ending up as tech demos.
Very addictive grind to level your character up, and a core gameplay loop that reminds me of Binding of Isaac.
I'd love it if the gunplay was a bit less clunky, and the visuals a bit better, but they seem to be actively updating and supporting their game so I'm sure things will only improve over time.
Must have VR-game!
Steam User 20
This game has some elements that could combine into a GOAT for me, no exaggeration. Guns feel good to handle, aesthetics and gimmicks are great.
Theres just one tiny detail that comes with this.
This game has some the most BRUTAL and incredibly frustrating enemy ai and chokepoints I have ever seen. They are incredibly accurate, spotting and shooting you from no exaggeration the moment you spawn, with no cover near by. When you do get into cover, they can fire with laser accuracy to your head and if you are unlucky, alternate their fire timings so theres no opening. You also have no iframes. And if you do try and shoot back, the bullet damage falloff is INSANE, making it impossible to retaliate without desperately teleporting around to find some obtuse geometric vector. These guys make the far cry 1 soldiers look like stormtroopers. I think the "Fix" is the multiple lives and soul system. It just makes your runs end faster because if you die before the first boss, you just feel like resetting and getting lucky with a spell or charm. If you do get one, the game becomes way too easy because you can just rely on those to unjam. For a game that is based around cover shooting, shooting from cover isnt fun and I feel like im just pinning myself down instead of playing. Either add a spot animation, slow the bullets, decrease weapon ready speed penalty, or SOMETHING because it just feels awful currently.
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.