Kill the Brickman is a game that's nothing short of surprising. One, two, three, ten, twenty games, always the same and always different. You're searching for the perfect synergy between perks in true roguelike style, the pinpoint-precise bounce like in classic brickbreakers, the most spectacular and powerful projectile like in a Doom level. It's a game where you shouldn't stop at the surface, but rather push deeper and deeper to encounter ever-increasing difficulty: an element that might be daunting. But that's okay: it's a strange alchemy halfway between simplicity and strategy, which will captivate you more than you expect. Shoot, believe it.
Kill the Brickman is simple to pick up, but complex to master… but don’t worry, because a lot of it depends on luck with your build. One thing is for certain, despite the game overwhelming you up-front with its systems, it is highly addictive, and it will keep you playing for hours.
A nostalgic and unpredictable puzzle-roguelike: tough learning curve but hugely rewarding. With low price and long lifespan, Kill the Brickman is a hidden gem.
For a game that brings together a slate of ideas that frankly seems a tad strange at first, Kill the Brickman is a wonderful and effortlessly entertaining combination. It's intuitive and straightforward yet complex and filled with challenge, and it's memorably unique and strikingly strange.
Given its relatively small scope but simple and fun premise, I can’t find much to fault about Kill the Brickman. If you’re aching for a new roguelike to play, and you’re on board with Poncle’s whole shtick by now, it’s a genuinely fun time that can easily fill the time you spend on your afternoon breaks.
Kill the Brickman is a decent roguelite with a nice idea behind it, but unfortunately it suffer a bit from repetitiveness and lack of varied enough content.
With its 90s-inspired aesthetics, roguelike mechanics, and turn-based twist on the brick breaker formula, the game offers strategic depth, satisfying controls, and fun enemy design, but suffers from repetitive scenarios, an overreliance on luck, and some lack of balance between mechanics and randomness.