
Flinthook is a fast action-platformer with “roguelike” elements. Become space’s greatest pirate with your hookshot, pistol and slowmo powers!
In a galaxy filled with scoundrels and miscreants, everyone seeks treasure and riches! But when a malevolent treasure hunter hatches a sinister plan to unleash an ancient evil to threaten the cosmos itself, Flinthook, the galaxy's smallest but toughest pirate zips into action! Be ready to jump, zip and blast around the meanest fleets the galaxy has to offer! Whether using time-slowing powers or his trusty Blasma Pistol, Flinthook is ready to take on all pirates, steal treasure and save the galaxy itself!




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| Язык | Интерфейс | Озвучка | Субтитры |
|---|---|---|---|
| Английский (English) | |||
| Французский (Français) | |||
| Японский |
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Flinthook is a platformer with roguelite elements that reminds me a lot of the rosy coloured arcades from a long time ago. From minute 1, the game's pixelated world screams of a time when you needed quarters to keep going, to try again. Gorgeous artwork and fun, action packed music help to push you onwards through one ship after another. Why chase through ships though? Is it loot? Story? a combination of the two? The narrative backbone exists, and it does try to create a cohesive experience. You're hunting down pirates all over the galaxy to rescue little ghosts that might or might not have something to do with Captain Flinthook, the pirate you play as. This loose, simple narrative doesn't get much deeper, but that's fine. The point of the game is not a narrative one; the goal is to have a mechanically sound game. Flinthook delivers on that promise well, combining tough platforming se
This is a really charming game with a great art direction, but the gameplay after the first four hours or so starts to move from challenging to frustrating. The invincibility frames from being hit feel like they're a single frame long, meaning that you'll hit a spike, bounce to another spike, get shot, get hit again, and you're suddenly down three-quarters of your health in about two seconds. The only way to avoid that is frame-perfect dodging using an awkward-at-times hook system. Backtracking is actively discouraged, since clearing a room's traps doesn't disable them - meaning you'll risk taking absurd amounts of damage if you make a single mistake in a room you've already been through. There's too many problems with progression and general gunplay that I can't recommend it, even though I love the style of the game. The card progression system means nothing - gameplay stays effectivel
It's well made mostly, but it drives me crazy. They focused so much on the beautiful art, that they don't telegraph anything in the environment. Everything blends together, so you can't see in your peripheral snares that should be obvious. And it is VERY important to be aware of your environment because EVERYTHING hurts you. They clutter the maps with hazards to a degree where you wonder what purpose they serve other than to frustrate the player. Rooms are so cluttered with danger, that the only way to not feel frustrated with the moment-to-moment gameplay is when you encounter the same room twice in two different runs, because the second time you know how to navigate that room safely. The problem with that: this is a roguelite, and roguelites thrive on adaptability. So if the only way to have fun is to basically replay content, it's not doing its job. Which leads to another problem: i
Everything from the music to the spritework to the soft color palette is superb. I originally disliked the controls on controller, but after some experience I've come to understand why it was done the way it was. Most people seem to share my original sentiment, many of them opting to use keyboard and mouse instead because it allows for independent movement and aim, but I think it's because we just didn't "get" it. Everyone switches to KB&M in the first hour or two and goes "wow, this is so much better!" because it seems that way when you don't know what you're doing, it's more familiar. The game is heavily structured around the Chronobelt -- for the uninitiated, a device that slows time for a short period -- and I've seen so many people (including myself) completely ignore it. It feels like a last resort, like a Blank in Enter the Gungeon, but there are numerous loading screen tips and p
Another one of those titles where I wish there was a 'meh' rating. The game is fun, but there are a lot of moments that feel like cheap/unwarranted damage. The biggest source of these is hazards in the levels. I've probably taken 5X as much damage from random hazards as from enemies and bosses. This wouldn't be a huge deal if the hazards weren't constantly in every room, and they didn't blend in to the background so much. This is especially evident for floor traps which sometimes blend in so well you wouldn't notice them. Next up you have some enemy issues, particularly related to bubble shields, enemies don't take damage before the shield appears around them even if you're 'hitting' them so you take extra damage there. There are also some enemies which are just annoying which you can't kill. They simply add to the hazards. Sometimes the hook isn't as accurate as you would like either,
Product refunded This game is visually charming with great chiptune music. However, while the visuals are pleasant, the screen is so visually busy that it's hard to keep track of where things are in the room. The room hazards tend to blend in to the background. This means you have to stop and take a moment to take in the whole room. Which would be fine, if the gameplay complimented such a measured approach. But zipping around with your hookshot is so fast and energetic that it implies that the player is supposed to take the opposite approach. The level design and the gameplay are at odds with each other. Additionally, this game's idea of increasing the difficulty is to cram as many enemies and environmental hazards into the area as possible. And the difficulty spike after the first segment is absurd. The aforementioned enemies also have unpredictable ways of interacting with the envi
Структурированные обсуждения, верифицированные разработчики и опыт игроков без хаоса чатов


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