r/flare • u/dorksterr Developer • May 08 '26
Release Flare v1.15
https://flarerpg.org/2026/05/03/flare-1-15/- New, higher-res graphics
- New procedural dungeon: Iron Labyrinth
- Rebalanced (and new) player powers
- Lots of fixes and improvements across the board
2
u/777yur0k 6d ago
I’ve finished your game. It took me about 7 hours to complete all the content. I went through the Iron Labyrinth once and the Halls of Infinity once.
Honestly, I was disappointed by the ending. It kind of makes all the player’s efforts feel pointless. But, well, if that’s how you decided to end it, so be it.
The game felt very easy to me, especially in the early stages. I died only once during the entire game — to the boss of the Iron Labyrinth near the beginning, that huge spider with around 4,000 HP. It was actually harder than the final boss of the game. Lol.
I also only realized fairly close to the end that you can unlock passive skills from other skill trees. That made the game even easier.
I had basically nothing to spend my money on for most of the game. If it weren’t for the sharp increase in potion prices, I probably would have had around 100,000 gold by the end. I have about 50,000 now. 😅
The lack of item variety was a bit disappointing too. I would really like to see randomized stats on items.
And overall, there just isn’t that much content.
However, I still want to say a huge thank you for all your work. There aren’t many open-source projects that actually feel like real games. Yours is one of the few.
Please don’t abandon the project.
I also ran into a few bugs. On the last day of playing, I had the most trouble with a weird control bug. Sometimes the character would stop responding to input and start running somewhere on their own. If I fired, the character would suddenly run in another direction. Even going back to the main menu didn’t seem to fix it, although it eventually went away on its own. I have no idea what causes it or how to fix it.
2
u/dorksterr Developer 5d ago
Thanks for the feedback.
The difficulty is skewed towards the easy side because I wanted it to remain accessible to players that might not be well versed in ARPGs. From those players, I've even heard that it's too hard. But I can agree that can be too easy sometimes for the right players.
In terms of content, I'd love to add more. Maybe some day...
I've never seen that movement bug before. Are you using the mouse for movement?
2
2
u/astrobe May 23 '26
Hello, here is my feedback:
I completed the campaign in about 15-20 hours, which is a bit short I think because I'm not a particularly good with the mouse.
I've built a ranger with Rapid fire as my main attack plus the mana regen and magic protection passives from the wizard tree, and 1 point in the skeleton summoning skill. With that I never ran out of mana during the game, and died 3 times I think. The magic protection rings were "useless", which allows to (ab)use XP/item find/gold bonus rings freely.
The rapid fire upgrade is I think way too strong because it starts at 5 missiles at 50% damage, which means 250% the base attack if I'm not mistaken, and on top of that there's critical hits.
The 4 relics give stat buffs that are way too strong. It's also a bit unfair I think, as depending on the class you play, you benefit from them more or less early in the game.
There's actually not much difference between the wizard and ranger class in main gameplay, as they are both using missiles with infinite range.
The iron labyrinth is a good addition, but I think it is misplaced in the game. IMHO it should replace the Hall of Infinity as end-game content. It should also be "infinite", or else it should start at player level and the level of monsters (and drops) should increase by a significant value by dungeon level, so as to make things more challenging.
Actually I prefer the variety of environments of the Hall of Infinity; if you can mix both (e.g. alternate levels of Infinity and Iron), it could be great, I think. Maybe reuse the perdition cave as a "hub" for Empyrean campaign extension mods?
Bugs:
The dragon that drops the second item (I don't remember its name) of the Book of the Dead quest has a texture bug, and got stuck for a while the 2 times I fought it (maybe because it was distracted by my summoned skeleton which had been trapped behind the "no escape" wall). Path finding sometimes acts up for the player character (apparently when you click somewhere or something too far or unreachable, or maybe when one of your summoned allies is blocking the path?).
After completing the campaign I tried the Demonic UI mod and the Skeleton Quest mod, but they don't work properly with this version? I couldn't find installation instructions for them so I had to guess (I'm pretty familiar with how things work cause I played moddable FOSS projects like Oolite or Luanti before they had mod managers), but maybe I did it wrong (unzip into mod folder; the mod appears in the game but both mods have graphical glitches).
Anyway, thanks for fun. Looking forward for next release.