Reviews from

in the past


So a couple of weeks ago I was watching someone on Twitch play Shovel Knight: Dig. To avoid going too deep into it, I'll just say the game didn't look that great to me. But while watching, I couldn't help but be reminded of another misguided, disappointing rogue-lite 2D platformer with great pixel art...

I remember Flinthook having a decent amount of hype behind it as it was coming out. Previews for the game were positive. The game's great pixel art, endearing protagonist design, and pitch of 2D platforming centered around using a grappling hook caught the attention of many people. But when the game came out, pretty much everyone was underwhelmed by what's actually present in this game. I was among them, but it's been long enough that I wondered to myself "maybe that game is good?" I certainly would live in a happier world if this game was good instead of bad, so I decided to try and give it a second chance, and unfortunately, I've only come out more negative than I did back in 2017.

One of Flinthook's biggest problems is that it doesn't take advantage of the strengths of roguelikes/lites (going to say lite from now on sorry if it's wrong). You pick up perks, but they're all very mundane stuff like "increase your HP" or "increase your rate of fire", or trade-offs like "get more XP but at the cost of recovering less health". My favorite roguelites all involve being able to find stuff that will completely turn a run on its head. Something like a completely different weapon that requires a different of gameplay, a passive ability or inflicted curse that makes you reconsider your plan for the run, or something so overpowered that you end up rinsing the first parts of the game. That spontaneity and excitement are why I would ever seek this genre out, and none of that energy is here. You have your pistol, and you can make it do slightly different things, but you still play basically the same way throughout the entire game.

This is another thing the game fumbles: the length, or rather the game's entire structure. Rather than have you try to get as far in one run of the entire game, Flinthook divides itself into distinct "ships", each made up of several stages. The stages must all be finished in one run, but the ships are separate from each other, and beating one unlocks the other. Once one is beaten, you don't have to do it again. This honestly doesn't sound like a bad idea and may allow for a more accessible roguelite. The problem is that these levels feel and look almost exactly alike, the only difference being increased difficulty through adding more shit to hurt you in every room. Sometimes there are new enemies or obstacles, but they just feel like slightly adjusted versions of stuff earlier in the game. So when you beat one stage of mostly similar rooms and repetitive combat scenarios, only to be told you need to go through 3 more just for the chance to fight the boss and proceed to the next ship that will also have the same kinds of rooms and gameplay, it weirdly ends up being even more demoralizing than losing in a regular roguelite, the road ahead ends up seeming longer and not as rewarding.

It doesn't help that leveling up mostly just gets you a new perk, which we've established are all kind of boring, and you often end up getting multiple of the same perk rather than something new. There's an upgrades shop, but it's all stuff like increasing health and the number of perks you can equip. There are sub-weapons to unlock, but, at least from what I've played, they are not weapons you start with in a run. Rather, you find them in a stage, and you can use them exactly once. You can't even carry multiple of the same weapon, so I ended up just carrying this one bomb for the entire ship because I never found a place I wanted to waste it. The game outright refuses to have any actual customization in play or spontaneity, it very much has one specific idea of what it wants to be and works against the structure of a roguelite to do so.

Unfortunately, I forgot where I read this claim or who wrote it but I believe it was from a review on this website. This person, in a review of a game with roguelite mechanics, said that 2D platformers are not compatible with these mechanics and that 2D platformer roguelites are in general bad. I hesitated to agree with this when I read it at the time, but Flinthook provides the perfect example of why this kind of take can exist. I already mentioned how every level looks the same and rooms are so generic in structure that playing through them immediately becomes a slog, but it's not helped by how basic the gameplay itself is. Since there's no spontaneity in mechanics and power-ups, you would hope that good game feel and moment-to-moment gameplay would still hold this game up, but combat and platforming feel unremarkable outside of how off they feel. Combat involves walking up to enemies, shooting them with your gun, and maybe grappling onto them to remove a shield. You have to avoid their attacks at the same time, but the only options to do so are to run away or grapple somewhere, and the grapple more often than not will just throw you into another enemy to take damage from. Despite the entire game being built around a grappling hook, you only really use it to swing by grappling points and open doors, and occasionally take a shield off an enemy. So combat very quickly gets stale, and traversing the ship isn't that rewarding due to how cramped the space is, as well as how repetitive the level design is. Imagine a Wily stage in a Mega Man game that went on forever and also you could only use the standard blaster. The grappling mechanic doesn't allow for very precise movement, so trying to avoid obstacles can become a chore. The game has a slowing down time mechanic that isn't even fun to use and is mostly for making it past obstacles that require it. Also, if you're using a controller, you can only use the analog stick for movement, which just feels worse than moving with a d-pad. This means the strengths of 2D platforming are missing here, and if this isn't a good roguelite or a good 2D platformer then there's nothing here for anyone.

A feel kind of bad ragging on a now 5-year-old indie game most people have forgotten about, but I've weirdly always had this game in the back of my mind as something I should finish one day. I tend to try my best to finish games, even if I don't like them very much, but the really bad structure of this game dissuaded me from trying that, so I'm glad I revisited this just to reassure myself there isn't anything here for me. It's sad though because I do love the character design of the main guy (is his name Flinthook?), I simply wish he was in a better game.

This review contains spoilers

A roguelike that would have been better as a 6 hour linear game. Gets old after a couple hours and difficulty curve and lack of fun unlockables just makes it hard to justify playing in a sea of better roguelikes.

Tributes Mercenary Kings is also a lot of fun, but also ruined by having a trendy mechanic (crafting and farming materials).

The soundtrack and art style are absolutely fantastic and the combat is good enough but it's totally letdown by the roguelite structure.

Game #79: Flinthook

Firstly, artstyle and music is absolutely beautiful but I couldn't love this game. The reason why is it was a bit too hard for me after some parts. Spikes are really annoying by the way.

6/10

Great artstyle, though sometimes threats aren't well telegraphed because of it. Great music. Good game flow. Jumping, grappling, and shooting are all really fun. Actually not very great for a roguelike. Feels like a lot of "gotcha!" difficulty obstacles and things designed solely to punish the player for as many things as possible. Did not beat, some unfair difficulty mechanics were not fun to play through. Also having to repeat the same ships increasingly more times further on in the game was not fun.


Difficulty curve? More like difficulty wall. Don't wanna grind.

It doesn't work too well with the rogue-like elements but it's alright

I'm usually a fan of platforming games and roguelikes but flinthook failed to hook me in any way. It has fine artwork and passing music but the majority of this game is a fairly standard old fashioned platformer that sees you roaming around small arenas clearing the rooms and collecting treasure.

The movement gimmick of being able to hook around the screen didn't feel well implemented though as the controls are a bit stiff and given that everything hurts you you're more likely to fling yourself into harms way than away from it. There's not really any motivation to use it aside from adding moving for movements sake or when you need to ascend. It doesn't feel smooth and adds little to the actual game loop which is highly repetitive.

That leaves the roguelite gameplay and the label feels like an exaggeration. You have randomly tiled assortments of screens dotted around and you clear the enemies on each until you find the treasure. Maybe I just didn't get deep enough to see more than that but the first 10 minutes seems representative of the next 3 hours so I think I got the gist.

An indie darling I just couldn't vibe with. Didn't feel innovative or seem to be doing anything fresh beyond the title feature that didn't impress me with its implementation.

Como juego está bien, sin más. Pero tiene un alma tan resplandeciente...

Got this on a Switch sale a month or so ago because I dig the art style and I love me a good rogue lite (especially a good'n' on a portable console), and this did not disappoint. Showing it to a friend, she compared the playstyle to MegaMan Zero, which I think is honestly not too far off, save that you don't have a sword and instead you have 360-degree firing capabilities.

FlintHook is a rogue-lite that sees you as the titular FlintHook as they try to save their fellow lighthouse keepers from their prisons aboard the ships of the most dangerous space pirate kings. It is an action-platformer that has you going between rooms and shooting baddies while jumping, wall-jumping, and using your hookshot to fling around on hooks and launch yourself around stages. There's even a bullet-time feature you can toggle for good measure. It's not the most original concept in the world, but it's executed very well and is a joy to just launch yourself around in and fire away at baddies.

Every time you level up you get a new perk or two that you can put on before you start a run, and there are slight upgrades you can buy for yourself with rewards from playing runs, but this is a very skill-based rogue-lite compared to something like Binding of Isaac. Your gun can get some moderate changes to its power, trajectory, range, etc., and you can get slightly better defenses, but generally you can stay alive for as well as you can play the game.

The enemy variety isn't too huge, but it's more than big enough to make for interesting encounters. Paired with the traps and the staggering variety of room layouts for each room type (battle, corridor, and treasure/trap), I played for like 15 or so hours and I'm still finding rooms I've never seen before to test my abilities. There are only 5 different "bounties" you can do (basically a certain number of levels before the same boss ship at the end), but each has a harder variant that seems to add yet more possible rooms to encounter. It's a game that is a perfect fit for Switch, because it's a brilliant time-filler and because your abilities are basically always the same, it's easy to put down and then pick right back up again in a few days when you have time/motivation to continue the run you were on.

Verdict: Highly Recommended. Like Binding of Isaac, FlintHook is a rogue-lite that doesn't have THAT much in it, but it uses tight controls and deliberate design of what is there to make for an addicting and replayable experience. FlintHook isn't nearly as difficult as many other rogue-lites on the market, but it doesn't have to be. It's a more casual while still difficult rogue-lite that is ultimately a bit simple but also equally unobjectionable in its well executed design. A good addition to the digital library for any Switch owner for sure~

(Reseña sacada de mi cuenta de Steam: APolChrome)

Creo que ya he jugado lo suficiente a Flinthook como para opinar sobre él. Es mi primer Rogue-Lite así que hay cosas que diré no muy acertadamente.

Flinthook es un muy buen juego. Eso es verdad. Es un Rogue-Lite muy bien hecho que entiende lo más importante de su género y lo hace bien.

Flinthook entra por los ojos y eso está claro. Yo lo he jugado por su estilo artístico y ese pixel art tan bonito y me he quedado por la jugabilidad tan fluida que tiene. Además, el soundtrack está bastante bien.

La jugabilidad está muy bien. Los controles son híper fluídos y es muy gratificante saber moverse con el gancho y esquivar ataques de enemigos a velocidades vertiginosas. El diseño de niveles (supuestamente aleatorios) está bastante bien, aunque se me ha hecho un poco repetitivo. Aunque cada run se siente distinta gracias a las cartas que podemos poner antes de cada run, que nos darán distintas ventajas.

Me parece una muy buena idea que la historia se recopile en una sección del menú principal y creo que deberían hacerlo más juegos, pero que el juego no te explica nada si no entras a esa sección, cosa que me molesta mucho.

En resumen, Flinthook hace bastantes cosas y en su mayoría, las hace genial. Recomendadísimo (aunque si lo jugáis en sesiones muy largas puede llegar a ser frustrante por su dificultad)

Full of lovely art and neat ideas. So... why on Earth did they make it a Rogue-like? Doesn't fit the loop of the game at all.

I really wanted to like this game. I loved the trailer, the music and the art style. It just looked really cool. I really like the gameplay concept. The swinging around and blasting enemies is really fun. I keep on forgetting that you can slow down time tough, lol. But, the roguelike elements really bring this game down. There are too many traps that are hard to avoid due to the nature of the randomized levels. By the time I even find the boss I'm already mostly out of HP. I failed one of the bosses too many times now, and I just don't feel any sense of progression. I mean I did enjoy my time with it, but it has not been as addicting as other roguelikes and I did not feel like I got any better as I kept trying. So, I'm probably never finishing this, which is a shame as the lore did seem interesting.

A very cool roguelike pirate themed that stands out by its hookshot mechanic. Not only does it work smoothly, it makes for some fun exploration, maneuverability and overall fair challenge due to its tightness. The pixelart and soundtrack aren't left behind either.

Disappointed by this one. The artwork and the grappling hook focus are top notch bait for me, but once it had me hooked, I found that it was frustrating to play, and ultimately tore the hook out of my cheek and flopped back into the sea.

Pros
+ incredibly detailed pixel art
+ NPCs and the main character are cute and lovingly designed
+ bosses are unique and require specific combat approaches
+ a large number of individually created rooms to explore
+ stages are rarely too long even though backtracking is necessary
+ common enemies are tough but predictable
+ health can be replenished in different ways
+ the hookshot mechanic is implemented well
+ meta-upgrades are a constant motivation to keep going
+ perks allow for a highly personalized playstyle
+ the lore section is entirely optional
+ optional hidden stages and secrets can be discovered
+ a lot of stage and room variants that offer varied challenges...

Cons:
- ...with symbols that are never explained ingame for no discernable reason
- high degree of frustration tolerance is necessary for enjoyment
- bosses are brick walls that necessitate luck and memorization
- controls are not tight and hookshot mechanic is often iffy
- removing enemy shields before attacking is imprecise and frustrating
- no option to use the second stick for aiming
- no aerial aim lock on consoles (but apparently on PC?)
- slow-down mechanic is far too quick and often frustrating
- some enemies can shoot through walls
- room generation algorithm frequently leads to unfair trap placement...
- ... thus actively discouraging backtracking, even when necessary
- entering a room can lead to instant, unavoidable damage
- spike traps are almost unidentifiable
- number of perks hugely outsizes the number of available slots
- the cost of perks is generally too high and not balanced well
- the dash perk should have been a standard action
- combat builds cannot be kept from one finished stage to another
- receiving loot at the end of levels is tedious and time-consuming
- the music is immaterial and the main track gets annoying quickly


Blagic Moment: Entering a hidden stage for the first time but dying instantly from fog effects that make save traversal impossible, enemies shooting you through walls, and new killer traps.

Playtime: Finished it once but I didn't keep track for some reason, but the roguelike structure makes it difficult to say how much time it would take for a complete run. You can except a playtime of over 15 hours at least would be my guesstimate.

Verdict:
Flinthook is a tough game. It's one of those roguelikes where not only getting to the boss of any given stage is difficult and time-consuming, but beating them is equally difficult and requires not just skill, but also a great amount of pattern memorization and just a bit of luck. This high degree of difficulty is obviously a conscious design decision but also a steep barrier to deriving any enjoyment from Flinthook. At the same time, the meta-upgrades are engaging, the number of perks and perk combinations that directly affect the gameplay is high, and unlocking them is quick and easy enough to give rise to the magical incantation of "just one more run!"

However, in a packed genre that produces new prime examples in regular intervals, it is hard to recommend Flinthook to anyone but the most hardcore fans of pixel art 2D action games. Anyone else should stay away from this and save themselves the frustration.

I wish the movement wasn't SO bad.

cabeza de condón de los cojones va a grindear tu puta madre dejame disfrutar del desempleo que no quiero trabajar de gratis para ti juego de mierda

el grindfest 2017 es esto madre de cristo me puedes dar una migaja de progresión por favor que no pasa nada si tu juego dura 2 horas, de verdad, es más, te lo agradezco.

Los sprites son muy chulos doe 👍

its fine but tedious and very difficult