AIRHEART - Tales of broken Wings Reviews
App ID | 531180 |
App Type | GAME |
Developers | Blindflug Studios AG |
Publishers | Blindflug Studios AG |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support |
Genres | Indie, Action |
Release Date | 23 Jul, 2018 |
Platforms | Windows, Mac |
Supported Languages | Portuguese - Brazil, French, Italian, German, Spanish - Spain, Japanese, English, Korean, Polish |

3 Total Reviews
0 Positive Reviews
3 Negative Reviews
Negative Score
AIRHEART - Tales of broken Wings has garnered a total of 3 reviews, with 0 positive reviews and 3 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
344 minutes
A good Roguelite indie game with awesome visuals and a good gameplay mechanics. Sometimes it becomes annoying as there is so much of a spam in the enemies in the upperlevels. Recommended if you have the patience to push through the sky levels !!!
👍 : 0 |
😃 : 0
Positive
Playtime:
321 minutes
Initially fun, but once you realize that in order to progress you have to start from the bottom every time, you can quickly lose motivation. If each higher level was randomized and was a new experience perhaps it would work better, but I lost a sense of progress after doing the same thing over and over again
👍 : 0 |
😃 : 0
Negative
Playtime:
527 minutes
This game is the sequel of Cloud Chaser, both game have good aesthetics that just fit my favor, but AIRHEART is more fun than Cloud Chaser, this game not only has abundant weaponry and fancy aircrafts, but also has an intriguing ending (which indicate incoming sequel?)
👍 : 0 |
😃 : 0
Positive
Playtime:
422 minutes
I'm 5 hours into the game and while I loved my time with it, I've to say I have not progressed as much as I would like. The game has enjoyable gameplay features air combat with harpoons, shotguns, rockets, flamethrowers, etc. Crafting + some abilities like smoke that slows enemies, and others that I dissapointedly couldn't get cus this game is really annoying in the sense that you can die and lose all your progress. And progress is slow, this would not have been a problem if the enemies didn't scale hard much in the later levels, but sadly it is. So my verdict is if you really like vehicle combat you should try this game, and only if you really like it, otherwise the grind might put you off.
👍 : 2 |
😃 : 0
Negative
Playtime:
377 minutes
felt like a good deal at$5. just look up crafting recipes, the guessing system is not fun. took about five hours to beat. grappling hook to rip bits off enemies is fun.
👍 : 3 |
😃 : 0
Positive
Playtime:
830 minutes
[h1] Yes the game is dead. Yes it's still worth the buy (on sale) [/h1]
[b] My biggest discomforts: - [/b]
Weapons are wonky with only a few decent options but that doesn't matter because you'll just craft the completely broken one and beat the game with it anyways.
No updates :c
Nothing is explained. The game tells you nothing, not even where to find the ingredients. It is very much a trial and error. There is a huge crafting system but it's so broken and confusing. Can't use it properly unless you want to constantly go between the game and the community made guide. And as mentioned you'll just use the guide to make endless free planes and the best weapon. Very broken.
[b] My biggest comforts: + [/b]
The game is BEAUTIFUL
The music is BEAUTIFUL
The fighting is FUN
Honestly even with all the complaints I still have nothing but very fond memories of airheart. I genuinely think it's worth a buy. (Just not at full price mind you)
👍 : 5 |
😃 : 0
Positive
Playtime:
184 minutes
It's just so damn grindy and unfulfilling. If I had to pinpoint one major issue, I'd have to say it's the rewards not matching the effort. You can go catch a bunch of fish with the fish radar and get tons of money, easy and boring and slow, or go fully armed up against some shielded enemies, shoot up the skies, survive by the skin of your teeth... For two pieces of scrap.
So much potential, but in the end, it bellyflops like a plane with broken landing gear.
👍 : 4 |
😃 : 0
Negative
Playtime:
79 minutes
The game basically doesn't have a feeling of flying fast, because this is a top-down shooter, so the plane seems like not flying but rather just floating during main tasks which are fighting pirates or fishing. Besides, somehow enemy planes are pretty hard at even the first area. That's why the game cannot give an exhilarating feeling at all that is usually hoped for shooting games, it gradually discourages us to grind.
And then, the crafting system also sucks. I can't believe to be forced to do a task like "Hit & Blow" for crafting parts. Why does Ameria have to guess ingredients in the recipe even though she comes up with it? It's quite ridiculous.
The only thing that deserves is that the game shifts to 3D view like a third-person shooter when return to home or the plane falls. You can comparatively experience the feeling of flying fast at this time. The developers should've made use of this part as the mainstay of the game.
👍 : 9 |
😃 : 1
Negative
Playtime:
649 minutes
Only have time for a short session tonight and since there isn't much feedback for the game yet I thought I should give a quick impression. (I ended up going back to the game for another hour and a half)
The game is a very charming twin stick shooter. I keep getting too greedy and dying instead of retreating so I haven't progressed past the third level (now fourth), but I was having fun the whole time.
Game play is basically flying around gathering flying fish for oil and blowing up enemy planes and gathering crafting items to build up your plane, the number of plane parts is still pretty shallow but it just entered early access. Flying up to a new level whenever you feel like you are ready for a difficulty jump. You can return to base with a diving mechanic to return with your loot. If you are shot down you have a chance to try to guide your burning plane back to your landing pad, it takes a bit of practice. If you do the crash landing you lose all of your currently equiped plane parts and all the loot you are carrying, if you fail the landing you need to start a new game.
There are a couple control rough edges that I am sure will be cleaned up soon. Keyboard/Mouse control with 2 monitors led me to clicking outside the game area causing the game to lose focus. With the controller the starting gun is single shot and fire is bound to the right trigger, I found it quite hard to spam fire since you must fully release to fire again. The other guns I tried all had auto fire, but I didn't get to try them all yet. Both problems are easily fixable.
I am guilty of playing alot of games once and then letting them rot in my library but I will definately return to this one when I want some light action. Pretty sure this will be a "Just one more try" game when I should be going to bed. (It already happened, see above. :) I am looking forward to where further development heads.
👍 : 26 |
😃 : 0
Positive
Playtime:
246 minutes
I am unfortunately old enough that Time Pilot was probably my first ever game.
What if they made Time Pilot in 2018?
Here it is. Everyone loves roguelikes, right? You get to repeat the same levels over and over again every time you go home, just to get back to where you were before. Pretty much like an old arcade game, with that brutal difficulty topped with everything you "love" about modern gaming: crafting, grinding, a morality system, cutscenes, one gimmick, and some complete and utter BS.
Every game needs crafting! Here you can collect random junk that is almost impossible to identify visually, because it is tiny icons against a busy moving background while you're getting shot at. Once you get home, you can guess at a crafting recipe and watch all your money slip away as you get it wrong repeatedly. Hey, you succeeded! What did you make? What does it do? Who knows! Try a different mix of objects. It will tell you which ones were correct in a recipe and then charge you money to rearrange some and try again. What are you aiming towards? You don't know! So how do you know when you got it right or were getting close?
Grinding! Whenever you die, you go crashing back down to Granaria (the main town) and have to avoid the previous levels' obstacles on the way to retain as much of your cargo as you can. The hard landing will still randomly destroy parts of your plane, so kiss that nice weapon goodbye. If you can't afford a new one, you need to fly in circles and catch some fish, but not too many or you'll deplete the sky!
Morals! There are random NPCs around. Shoot them enough and they get mad. Shoot them accidentally and the cops show up. The cops fly around in circles, randomly spraying bullets, but always seem to stay near you even if there's a horde of pirates, because that's more fair.
Get high enough and there's a boss guarding the entrance to the next level. A distracting and disorienting cutscene shows you the boss, so that you can the be given back control in time to crash into a hill or fly into some enemies or otherwise get shot and damaged. There's also story cutscenes which make little sense and have even less bearing on what happens during gameplay.
You have a grappling hook that you can use to snare fish and enemies. This is actually a cool idea, because you can hook an enemy and swing them into rock, damaging them. In addition to pulling the armour plates off enemy outposts, you can also anchor yourself to the outpost for easier aiming. Later on this becomes crucial to fighting big enemies, as you can pull off their armour and weapons to make them easier to attack, as well as quickly disable the smaller gun towers around the island by snapping them with a single well-placed harpoon.
These good ideas are undermined by the complete BS you'll encounter. The cops come straight for you once summoned and ignore all the pirates also shooting you. You can shoot at and be shot by other entities off the edge of the screen, so you might damage a friendly NPC and make them mad (or trigger the cops). There are health pickups, and also ones that are 'cratefish', a hilarious joke by the developers that will damage you if you try to collect them - they are visually a few pixels different, so good luck identifying which is which the heat of battle. Everything on screen is tiny and hard to see, and you can start crashing into stuff and quickly deplete your health before you realize what's happening. There are 'relative' and 'absolute' controls, the latter being like Time Pilot (push up to turn towards up, right to turn towards right, etc) with the added bonus that if you push the opposite direction, you have no idea which way your plane is going to swing around which might well carry you into enemy fire or a rock. Hey, you bought the shotgun! Snag an enemy with your harpoon to bring them in close and watch the recoil as you fire BACKWARDS slow you down so much the enemy collides with you for more damage! Those friendly NPCs fly aimlessly about and make little attempt to avoid collisions with you.
There are all the elements of a good little game here, but they are all half-baked and don't mix together well. The story is pointless (for all we see of Amelia, she is at her desk staring at the catalogue of all the equipment she has to grind for), the controls are frustrating, the combat quickly gets frustrating and unfair, and the pretty graphics are hard to enjoy and become distratcting. Be prepared for all the repetitiveness of a roguelike and lots of deaths along with a hell of a grind to replace your equipment when the time comes. After each run you have to painstakingly make your way back to where you were, including fighting through all the enemy's rebuilt defenses and respawned enemies. As you get higher, the amount of clutter - the previous levels' elements - visible below (which is central to the whole 'control your descent home' gimmick) makes it even harder to see what's going on in a big fight.
I actually supported this way back in 2016 thinking it was an endearing little idea and am disappointed to see that this is the result over two years later, but the developers have clear talent and should keep trying. This is too frustrating to really stand up to sustained play, as the compulsion for one more try quickly wears off without any concrete goal or tangible results.
👍 : 127 |
😃 : 8
Negative