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Embers box art

Embers

Game Info
Year
2025
Players
1
Age
10+
Playtime
15 min
Publisher
Button Shy Games
Complexity
2/5
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

A solo survival game where you defend a campfire against waves of monsters until dawn

Description

A solo survival game where you defend a campfire against waves of monsters until dawn

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 3 · mix 2 · neu 0 · neg 1
Mentions per page
Showing 1–6 of 6
Video 3B60j1MbO3I One Stop Co-op Shop Review at 5:24 sentiment: mixed
video_pk 155171 · mention_pk 432108
One Stop Co-op Shop - Embers video thumbnail
Click to watch at 5:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Core combat and mechanics are quite good
  • Expansion makes it a little better
  • Tiny game, keeper for that reason
Cons
  • Balance is way off
  • Luck can be pretty frustrating
  • Game tends to be too easy
Thematic elements
  • Town defense
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — Features core combat mechanics.
  • Tiered events/difficulty — The reviewer suggests events on enemies could have been tiered based on difficulty.
  • Town defense — It's a town defense game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In this month's episode, I'm looking back at February of 2026. Let's see which of these games had shelf life.
  • This one is just fine for me. I'm not that big a fan of these pattern making card laying games as other people are.
  • I think the Innovations expansion makes the competitive game a lot more fun.
  • So, yeah, I enjoy this one a ton. Maybe not quite as much as the original core of Discovery, but for a quick two-player game, it's very good.
  • The art is not my favorite, but the core dice placement action system works pretty well.
  • The game got very syrupy in the prototype and I didn't find the strategy that interesting long term.
  • it's just a lot of fun. At least for my taste, it's an even better expansion than the Rook City Renegades one.
  • it just started to feel very sy to me. There's not as much variety in the crafting as I'd like.
  • I absolutely adore this one and it is a keep
  • The actual core deck building and competitive play is really nice and really tense.
  • the balance is like way off. The luck can be pretty frustrating. The game tends to be too easy.
  • it's not a keeper because I finished it
  • I still think it's the best of the legacy pandemics out of season 0 through two.
  • it's very random. So, yeah, it was not for me
  • it is good, goofy, fun, but it's not like a great game and I really don't recommend it for the solo mode.
  • Five games kept out of eight.
  • First up is Baseball Card GM, which is a kind of stratamatic type game where you're just rolling dice to see how your team performs, but you use real baseball cards.
  • So, yeah, it was not for me, but hopefully others will enjoy it.
  • And finally, we have Lightspeed Arena, the real-time game where players are laying down these tiles with their spaceships and trying to shoot each other.
  • So, I'm keeping it for my family cuz it is good, goofy, fun, but it's not like a great game and I really don't recommend it for the solo mode.
  • Mike and Joanna are Patreon subscribers, so they get double entries.
  • Mike Owens is our big winner for the month.
References (from this video)
No references stored for this video.
Video bD9Ph-MrURg Where There's A Wilz, There's a Play Review at 4:05 sentiment: negative
video_pk 126586 · mention_pk 360979
Where There's A Wilz, There's a Play - Embers video thumbnail
Click to watch at 4:05 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • has not worked for me very well
  • can't figure out a strategy
  • not enjoyable to play
Thematic elements
  • fend off creatures around your fire
  • night
Comparison games
none
Mechanics (from transcript analysis)
  • Card game — A small card game with characters and creatures.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Um last edition was D and there was a lot of games that you talked about. This one I'm just going to tell you ahead of time there's a lot of solo games.
  • The longer it sits um The less likely I think it might hit the table and it might just need to be culled.
  • I really enjoy this one. Like I said, it was my number two game of 2025.
  • It's just not one that has worked for me.
  • This is a fun push your luck game.
  • It is one of my favorite games this year.
  • Just too many games, not enough time.
  • So, Everdell is a 2.83. Farshore is a 2.82. And Silverfrost jumped up to 3. 2.4? 3.24.
  • Silverfrost went for me too complex for what I want from Everdell.
  • This jumped up to my number one game of 2024.
  • It is at the top of my time limit for how much I'd like to spend playing one game.
  • I don't see this one leaving our collection anytime soon.
  • The box is just a pain to store.
  • It's fine. It's an okay game, but yeah.
References (from this video)
No references stored for this video.
Video 36Ri8vAl0VY Sir Thecos Playthrough at 0:18 sentiment: mixed
video_pk 121930 · mention_pk 350839
Sir Thecos - Embers video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Works quite well.
  • A very decent solo game.
  • Designed quite well.
Cons
  • The movement is very limited, and if you're pretty unlucky, like I was now that all heroes are bunched up on one side, um then it's kind of hard to actually defeat the monsters.
  • If you have like one turn where you like three or four monsters keep lying here, you can pretty much forget it.
  • It doesn't have like quite the staying power like other games.
Thematic elements
  • keeping a campfire from being extinguished before going through four days
Comparison games
  • Set a Watch
Mechanics (from transcript analysis)
  • Action Points — The action phase that we where we can use um two action lose two action points with each hero.
  • Area Control — The bolster action allows us to give one action point to a different hero and use that action immediately.
  • Card Drafting — There will be an effect after I've placed these monsters depending on the number of heroes. So four heroes we have at the moment. So that means four monsters are going to be put there. Um and then after we have done that, the top card there shows which uh effect will be active.
  • cooperative play — Um, this is a buttonsha game is a solo game um where you are trying to have a campfire not be extinguished before you have like um gone through four days.
  • Deck Building — It is quite interesting because you're trying to manage like that deck. So, it tries to take the idea of settle watch um for you to um try to keep the fire alive as long as possible.
  • Movement — Then we have the maneuver action. And the muser action lets uh lets all heroes move around the fire. But they have like specific ways of moving.
  • Set Collection — The forage action here means for each um for each log that is shown here, we can take one card um from the top of the forage pile into our hand as well.
  • Variable player powers — There's specific actions we can do here. We can defend. Defend means if there's a monster at our position, we can defeat it and take it into our hand.
  • Worker Placement — The promotion action here at the end. That means we can turn uh turn the hero to the level two side. Then they become stronger.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is actually really rough. The last game I played was like I won easily, but here I'm really having issues.
  • It plays a little bit differently. It's more like a spatial puzzle kind of thing.
  • If it ever is extinguished, so there are no more cards in the deck, we lose.
  • Wow, we have three stacked ones here. Oh, that is pretty rough. I don't know how to deal with that to be honest.
  • I really can't do anything.
  • It is definitely not one of my favorite button games. I think it works well.
References (from this video)
No references stored for this video.
Video k88B-cocwow Tabletop Tokki Discussion at 0:40 sentiment: positive
video_pk 37114 · mention_pk 111431
Tabletop Tokki - Embers video thumbnail
Click to watch at 0:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging solo play potential
  • Clear thematic flavor and twists in play
Cons
  • Possibly fits a shorter, lighter crunch than some players want
Thematic elements
  • fantasy combat and defense through strategic placement
  • tower defense scenario around a campfire with monsters
  • episodic combat with escalating monster waves
Comparison games
  • Embers (in other contexts)
  • Doom Pilgrim
Mechanics (from transcript analysis)
  • Cube Tower — defend eight spots around a campfire against monsters
  • deck/dice interaction — new cards and story elements drive the encounter flow
  • tower defense — defend eight spots around a campfire against monsters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's one you're not going to want to miss because our story took some very interesting twists and turns in that playthrough.
  • I really like the rune system of casting your runes, which are double-sided instead of rolling dice.
  • There was a lot of chaos and laughter all across the board.
  • I'm not a huge fan of Take That Mechanics.
  • I’m really excited to try some of the more challenging tiles and map layouts and things like that.
References (from this video)
No references stored for this video.
Video ZAxL6leiW4E Tabletop Tokki Unboxing at 7:10 sentiment: positive
video_pk 33392 · mention_pk 99225
Tabletop Tokki - Embers video thumbnail
Click to watch at 7:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging solo/coop experience with varied heroes
  • strong thematic presentation and art
  • expansion potential adds depth
Cons
  • as with many hand-management games, setup and bookkeeping can be a bit involved for new players
Thematic elements
  • heroes defending against monsters through magical fire
  • tower-defense fantasy
  • mythic fantasy with modular expansions
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative Game — players work together across heroes with different abilities
  • cooperative gameplay — players work together across heroes with different abilities
  • hand/resource management — manage heroes, monsters, and events to survive the night
  • Resource Management — manage heroes, monsters, and events to survive the night
  • Unique Player Powers — each hero offers unique abilities that affect night progression
  • Variable player powers — each hero offers unique abilities that affect night progression
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • two players, you choose
  • I'm really excited to see how this one plays since it is also a two-player game with eye cut you choose
  • Unlock is really top tier as far as room escape games go
  • pass your partner the perfect card
References (from this video)
No references stored for this video.
Video nKOFS5Zs-NE Tabletop Tokki Playthrough at 0:08 sentiment: positive
video_pk 28816 · mention_pk 84581
Tabletop Tokki - Embers video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight alignment between theme and mechanics, with escalating tension toward dawn
  • Clear iconography and concise movement rules that support solo play
  • Distinct hero roles with clean, readable abilities
  • Flexible difficulty via easy/normal/hard modes and upgrade options
  • Strong solo-puzzle feel with meaningful decisions each turn
Cons
  • Hard difficulty can punish mistakes and late game traversal
  • Monster spawns can feel chaotic depending on card order and draws
  • Preview copy may not reflect final component quality or balance
  • Requires tabletop space and careful tracking of multiple tokens
Thematic elements
  • survival, tower-defense, resource management
  • camp during a night of crisis, defending the fire against encroaching monsters
  • puzzle-driven, with escalation toward dawn; flavor from cards and monsters
Comparison games
none
Mechanics (from transcript analysis)
  • Bolster — Bolster adds temporary extra power to other cards, increasing overall defensive or utility output.
  • dawn/knight reveal — Revealing the knight card reduces available rounds toward dawn, eventually triggering the final round if you survive long enough.
  • defend — Defending removes monsters and collects them into the hand, providing protection for the camp.
  • fire management — Fire cards drive the clock; damage and losses reduce fire, and players must manage resources to keep the flame lit.
  • Forage — Foraging recovers fire cards, enabling continued actions and delaying burnout of the fire deck.
  • maneuver — Players use two actions each turn to move heroes around the camp to position for defense, foraging and upgrades.
  • Reclaim as Action — Foraging recovers fire cards, enabling continued actions and delaying burnout of the fire deck.
  • reinforce — If fewer than four heroes are active, you can reinforce by bringing a hero from the tent into an empty space.
  • Simultaneous Reveal — Revealing the knight card reduces available rounds toward dawn, eventually triggering the final round if you survive long enough.
  • spawn monsters — Each round begins with spawning monsters equal to the number of heroes present; spawn locations are determined by the currently revealed fire card.
  • upgrade — Upgrading a hero advances them to a higher level, unlocking stronger abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really love tower defense types of attrition games and I think as a solo experience this works really well.
  • Mechanically, I really love the idea of the monsters piling up.
  • Subjectively, I think that the art and theme are amazing.
  • It's quick to learn, quick to play, but with enough variety between the different fire cards, different monsters, and each hero's unique abilities.
  • There's just enough flavor for each of them to make each character feel unique, but without being overwhelming with a lot of different abilities or things that you need to read and check up on.
  • Ember's really hit it out of the park for me.
References (from this video)
No references stored for this video.
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