Flinthook is Infuriating. Here's Why I Can't Stop Playing It
Have you ever gotten your ass kicked in a videogame but couldn’t drag yourself away? That’s how I feel playing Flinthook. I’ve become addicted to the punishing action-platformer developed by Tribute Games, returning to it daily in spite of its challenging obstacles and unrelenting enemy hordes. In particular, the way the game handles progression is a reason why I keep going back. Whether you win or lose, Flinthook always offers the player a sense of advancement, which is perfect for grabbing and holding onto their attention.
Flinthook’s story is about as deep as one has come to expect from a rogue-lite (i.e not very) though that isn’t necessarily a bad thing. Armed with a grappling hook and a device that slows time, you jump from one procedurally-generated spaceship to another, earning upgrades, blasting away enemies and looting treasure. This is easier said than done however, on account of each ship’s hurdles.
As you’ll discover from spending time with the game, every enemy spaceship has a different set of threats that can kill you almost immediately, including space pirates, spike traps and electro-magnetic pulses. These obstacles are extremely difficult to overcome and often appear just as you think you’ve got an area figured out.
You might think this would be ruin the experience, but the distinction is that almost every death in Flinthook is educational, teaching you how to improve your technique for subsequent runs. This is especially true of the bosses in the game, who can be fought after looting the required number of pirate medallions from the smaller spaceships. At first glance, these larger enemies are incredibly intimidating, due to their increased health and their variety of abilities, but they get much easier once you’ve taken the time to learn their movements and locate their weak points.
For instance, it took me a couple of days to beat the first boss: Bad Billy Bullseye. I couldn’t work out how to damage him and my attempts to overwhelm him with plasma balls resulted in a collection of deaths. This forced me to re-analyze my approach and take the time to watch his attacks closely for an opening. It was only after I memorized the trajectory of his projectiles and located the weak spot on his mount’s tail that I finally defeated him, progressing onto a brand new set of challenges.
Beating a boss in this manner is immensely satisfying. It justifies the time you’ve invested into the game, offering you excellent rewards like experience points, abilities, and a brand new bounty to work towards. You’ll also come away with a greater understanding of the game’s mechanics, which you can then use for other enemies that have the same attack patterns.
Then again, you don’t really need to beat the bosses to get some enjoyment out of the game. The hookshot and time-slowing mechanics are robust and prevent the exploration from growing stale, letting you develop your skill and dexterity without forcing you to advance the plot. I’ve personally gotten great pleasure from just messing about with these abilities and trying out more ambitious stunts as I become better acquainted with them over time.