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The Flash Point Fire Rescue game can be pretty intense. Like, melt your face off, it just won’t let up, raging inferno out-of-control intense. Question is: can you take the heat?

Flash Point Fire Rescue box with image of a firefighter running at you with an axe; game by Kevin Lanzing and brought to you by Indie Boards & Cards
a self-proclaimed game of “Fighting fire, rescuing victims & teamwork”

Flash Point is designed by Kevin Lanzing and published through Indie Boards & Cards. It is a cooperative game in which you work together to fight fires and rescue victims from the blazing inferno that is destroying their home. I love collaborative games so this is one of my favorites. The pieces are really well made and the setup is pretty easy to get the hang of. Sadly, there are not enough compartments in the box, nor did they give you baggies to separate everything, but it’s pretty easy to sort through the pieces if you are careful about how you arrange them when you put them away and you don’t make a habit of shaking all your boxes regularly like it’s Christmas or something.

There are two modes; I am intentionally reviewing the easier starter mode because it is more kid-friendly. We’ve even played this version with a five-year old who had a blast, but you may want to consider your child’s maturity level and whether or not they can handle not getting the kitty out safely before you jump in… (If the kitty perishing would induce a crying fit or nightmares, wait a little longer. I know 30+ year olds who cannot handle this, so it isn’t the game for everyone.)

starting setup with board layout, fire and victims awaiting rescue
Starting Setup

The starting setup begins with two points of interest (potential victims) awaiting rescue while on the loo and another trapped in the dining room who could have just booked out the door but didn’t. Gotta admit, I’d hide on the toilet if I couldn’t get out too, though. The fire is spreading through the kitchen into the main family room towards one of the doors. Each player chooses which door to come in on and gets four actions. Moving one square takes an action. Spraying fire to take it back to smoke is an action. Spraying a smoldering square to get rid of smoke uses one action. Opening a door equals one action. Dragging an unconscious victim requires two actions, as does chopping a hole in the wall (though if the raging inferno of fire causes an explosion it may just knock a hole in the wall for you). You can also bank actions you didn’t use for later.

As the game progresses, the fire spreads into nearby spaces, threatening the victims and firefighters
It doesn’t take long for the fire to spread

Every player takes their four actions plus any banked actions they wish to use and then rolls to see where the fire pops up next. If you are lucky, you roll a totally untouched square which starts to smolder with smoke. If you are unlucky, you roll an existing fire and it explodes in all four grid directions, sending more fire out at an alarming rate, knocking doors off their hinges, injuring victims and blowing holes in walls. It doesn’t take long for the fire to start to spread…

A victim in the midst of being rescued when the fire spreads.
A victim who wasn’t rescued in time…

My character firefighter was rescuing this victim when a nearby fire exploded, injuring the victim and myself. In the kid-friendly situation, the injured victim has to be treated at the hospital and you have to get fixed up so you start at the nearest blue EMT square. In reality, neither of you would be so lucky.

The fire quickly takes over areas where you are not attending to it.
The fire quickly takes over areas where you are not attending to it.

The goal is to rescue 7 victims. Some points of interest have victims to be rescued (including the aforementioned kitty and also a puppy, as well as all sorts of humans) but some are empty blanks. We started this game drawing all blanks and it destroyed us.

Rescued victims at the end of the game
We only managed to rescue 6 victims, but the kitty was among them so all is ok.

We only managed to rescue 6 victims, though we did get the kitty out. The puppy was not appearing in this film. As I’d mentioned, those who aren’t saved require more medical attention; the game doesn’t want to depress you thinking that they died because you twiddled your thumbs or chose the wrong exit strategy or something for all that they totally died. As did your firefighter character who was in the building with the inferno but was conveniently time warp transported to the nearest EMT platform.

After easy mode, there are specialized firefighters who have differing abilities, as well as hot spots that blow up instantaneously and hazmat chemicals. Because it wasn’t enough to fight fires in a normal home, there had to be a meth lab… But I didn’t review that version because it’s more complicated and less kid-friendly, and there just aren’t enough good cooperative kid-friendly games out there that aren’t totally lame (or sparkle lamé or both). That version does make for better storytelling later though, like the bigger fish caught at the lake on that special weekend…

I give Flash Point Fire Rescue 4.5 Cthulus.

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4.5 out of 5 stars (4.5 / 5)

I really like Flash Point. It’s actually pretty hard with only two people because you just can’t get good enough coverage on the house, fire and points of interest. The game plays best with four, even if that’s two players playing two firefighters each. If you are interested in buying the game and battling fire with fire yourself, you can find it on Amazon here.

Just remember, when you purchase anything from the links provided, we get some $ back so the Dark Lord says shop away…

Other collaborative games I have reviewed here on Haunted MTL include Horrified, Sub Terra, The Grizzled, Mysterium and Elder Sign.

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Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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