Compara los precios de Flick Shot Rogues en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Butter By The Fish. Publicado por Noodlecake. Lanzado el 17/9/2025. Disponible en PC. Géneros: Indie, Strategy.

Physics-based roguelite where every attack IS your movement - pick the wrong angle on a flick and the run falls apart. Deceptively deep, dangerously easy to chain attempts.

My instinct with any roguelite that leads with a gimmick mechanic is to clock how many hours before the gimmick wears thin. With Flick Shot Rogues, I kept waiting for that moment and it never quite arrived. The core conceit is that movement and attacking are the same action: you drag back and release your pirate hero like a cue ball, sending them careening into enemies, ricocheting off walls, and potentially triggering chain explosions - all in a single flick. Because positioning and offense are inseparable, every turn carries genuine strategic weight. Do you take the safe chip shot, or gamble on a wild bank that could clear three enemies at once? That tension, present from the first encounter to the late Doom difficulty levels, is what makes the loop hold together. The structure underneath the flick mechanic is thoroughly Slay the Spire-flavored: a branching island map with battle nodes, shops, upgrade anvils, rest sites, and the occasional NPC. You bring two characters into each run - a swashbuckler, a Klabautermann with an axe, a Froggomancer who flings amphibians at nearby targets, and others unlocked at higher difficulty tiers - each carrying one equipped relic. Relics cover the expected elemental spread: fire damage, sticky bombs, lightning chains, barbed wire multi-hits, passive fire totems. The interesting design call is that both characters share a single health and shield pool, so there is no hiding a wounded fighter behind a healthier one. Every hit you take is a shared resource drain, which keeps run management tighter than it first appears. Curses, accepted voluntarily from Doom level one onward, pile on modifiers that can be savagely punishing - some reviewers noted that certain curses effectively end a run rather than add interesting tension - but when the balance lands, that risk/reward push is exactly the kind of late-game decision point I want more roguelites to force. The biggest legitimate complaint across player feedback is boss and enemy variety. There are crabs on the beach, sword-wielding monkeys in the jungle, chimeric abominations on the mountain, and a skeletal final boss at the volcano, but critics consistently noted that two to three bosses per world starts feeling thin after a handful of runs. Enemy behavior also lacks transparency: it is not always clear when a priority target is about to teleport or shift position, and damage indicators are sparse enough that some flicks feel like informed guesses rather than calculated plays. The tutorial does enough to get you flickable, but relic and enemy ability tooltips sometimes leave you learning through attrition rather than reading. None of this is fatal, but a player who values information density - the kind of person who reads every Slay the Spire card description before picking - will feel the gap. On the upside, runs clock in at roughly 20 to 40 minutes, which is short enough that the limited enemy pool does not suffocate replayability within any single session. For players new to the genre, the early difficulty curve is genuinely approachable - early waves are light, the movement preview shows you exactly where your hero will travel before you commit, and profile experience accumulates even on failed runs so that new items and abilities slowly enter the pool. Seasoned roguelite players may find the first Doom level cleared on their second or third attempt; the real bite comes when curses compound and boss health pools balloon. The hand-drawn storybook art style is clean and readable even during crowded multi-wave fights, which matters more than it sounds when physics objects are bouncing everywhere at once. Audio is functional but forgettable - pirate shanty instrumentals that several players noted they muted entirely without losing anything. A demo covering the first two biomes is available on Steam, and it is the most honest possible preview of whether the flick mechanic clicks for you personally, because the entire game lives or dies on that single question. Diego, Scout Team

Flick Shot Rogues

Flick Shot Rogues

17 sept 2025Butter By The FishNoodlecake
GamerScout opina

Physics-based roguelite where every attack IS your movement - pick the wrong angle on a flick and the run falls apart. Deceptively deep, dangerously easy to chain attempts.

PC
Steam Deck Verified
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €2.18

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€2.189 Jun 2026
Keyshops
€2.02€2.14€2.25€2.379 Jun14 Jun19 Jun23 Jun28 Jun
Tracking prices since 9 Jun 2026
Create alert

Capturas y multimedia

Captura

Acerca de Flick Shot Rogues

My instinct with any roguelite that leads with a gimmick mechanic is to clock how many hours before the gimmick wears thin. With Flick Shot Rogues, I kept waiting for that moment and it never quite arrived. The core conceit is that movement and attacking are the same action: you drag back and release your pirate hero like a cue ball, sending them careening into enemies, ricocheting off walls, and potentially triggering chain explosions - all in a single flick. Because positioning and offense are inseparable, every turn carries genuine strategic weight. Do you take the safe chip shot, or gamble on a wild bank that could clear three enemies at once? That tension, present from the first encounter to the late Doom difficulty levels, is what makes the loop hold together. The structure underneath the flick mechanic is thoroughly Slay the Spire-flavored: a branching island map with battle nodes, shops, upgrade anvils, rest sites, and the occasional NPC. You bring two characters into each run - a swashbuckler, a Klabautermann with an axe, a Froggomancer who flings amphibians at nearby targets, and others unlocked at higher difficulty tiers - each carrying one equipped relic. Relics cover the expected elemental spread: fire damage, sticky bombs, lightning chains, barbed wire multi-hits, passive fire totems. The interesting design call is that both characters share a single health and shield pool, so there is no hiding a wounded fighter behind a healthier one. Every hit you take is a shared resource drain, which keeps run management tighter than it first appears. Curses, accepted voluntarily from Doom level one onward, pile on modifiers that can be savagely punishing - some reviewers noted that certain curses effectively end a run rather than add interesting tension - but when the balance lands, that risk/reward push is exactly the kind of late-game decision point I want more roguelites to force. The biggest legitimate complaint across player feedback is boss and enemy variety. There are crabs on the beach, sword-wielding monkeys in the jungle, chimeric abominations on the mountain, and a skeletal final boss at the volcano, but critics consistently noted that two to three bosses per world starts feeling thin after a handful of runs. Enemy behavior also lacks transparency: it is not always clear when a priority target is about to teleport or shift position, and damage indicators are sparse enough that some flicks feel like informed guesses rather than calculated plays. The tutorial does enough to get you flickable, but relic and enemy ability tooltips sometimes leave you learning through attrition rather than reading. None of this is fatal, but a player who values information density - the kind of person who reads every Slay the Spire card description before picking - will feel the gap. On the upside, runs clock in at roughly 20 to 40 minutes, which is short enough that the limited enemy pool does not suffocate replayability within any single session. For players new to the genre, the early difficulty curve is genuinely approachable - early waves are light, the movement preview shows you exactly where your hero will travel before you commit, and profile experience accumulates even on failed runs so that new items and abilities slowly enter the pool. Seasoned roguelite players may find the first Doom level cleared on their second or third attempt; the real bite comes when curses compound and boss health pools balloon. The hand-drawn storybook art style is clean and readable even during crowded multi-wave fights, which matters more than it sounds when physics objects are bouncing everywhere at once. Audio is functional but forgettable - pirate shanty instrumentals that several players noted they muted entirely without losing anything. A demo covering the first two biomes is available on Steam, and it is the most honest possible preview of whether the flick mechanic clicks for you personally, because the entire game lives or dies on that single question.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Physics-CombatShared Health PoolDoom Difficulty ScalingCurse Risk-RewardCombo ChainingPirate ThemeShort-Run RogueliteAngle Puzzles

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
Storage
3 GB available space
Graphics
Intel UHD Graphics 630
Processor
Intel Core i3-8300

Recomendados

OS
Windows 10
Memory
16 GB RAM
Storage
3 GB available space
Graphics
NVIDIA GeForce GT 1030
Processor
Intel Core i5-8500

Sigue explorando

Community Discussion

Be the first to comment on Flick Shot Rogues.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
Butter By The Fish
Distribuidora
Noodlecake
Fecha de lanzamiento
17 sept 2025

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Compra mejor: guías útiles

¿Buscas más? Mira juegos como Flick Shot Rogues →

Preguntas frecuentes sobre Flick Shot Rogues

¿Cuánto cuesta Flick Shot Rogues?

El precio de Flick Shot Rogues cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Flick Shot Rogues más barato?

Compara los precios de Flick Shot Rogues en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Flick Shot Rogues?

Flick Shot Rogues está disponible en PC.

¿Cuándo se lanzó Flick Shot Rogues?

Flick Shot Rogues se lanzó el 17 de septiembre de 2025.

¿Quién desarrolló Flick Shot Rogues?

Flick Shot Rogues fue desarrollado por Butter By The Fish y publicado por Noodlecake.