Introduction The game is pretty good pixel art 2D Action-Platformer. The story is a generic "the chosen one young boy has to save the world from a demonic invasion", the art style is beautiful, music is good and the combat does its job. Story 6/10 I know some people believe that the story in a video game is like the story in a pron movie: it's expected to be there, but it's not that important. I strongly disagree, I like well written stories in video games. The story in Flynn SoC is a very stereotypical: You are the chosen one that unlocks some magical power destined for him and you're supposed to save the world from a dark lord. I'm not bothered by the fact that the story is generic good vs evil stuff, especially since this game is meant for a family friendly audience. What I dislike about it is that the stereotypical characters are not memorable at all. In a classic good vs evil story, you should end up really hating the bad faction and get very attached to the good faction. Maybe some people get attached to the dog, but that's it. Other than the dog, every other character is forgettable. The game features a few comic book style pixel art "cutscenes" after key plot points. I think they are a cute although cheaply drawn, there is no animation to them. Graphics 9/10 I think the game is one of the most beautiful pixel art games out there. Definitely one of the most beautiful platformers, somewhat below Owlboy. Other than the basic combat gameplay, this is the other main selling point. The animations are funny and cute, exactly how a cartoonish family firendly game should be. I really liked them. My main gripe with the visuals is that there are 2 parts of the game where it gets so dark that you can't see much. It made me play those sections very slow and carefully. I believe they should have polished those sections a bit more. I might have ranked the graphics 10/10 if there were some interesting shader effects, but there is nothing of that sort. Music and Sound FX 8/10 The music is pretty good, although nothing out of the ordinary. It's sort of generic video game orchestra, done better than most 2D platformers. The sound effects are good, but I would have preferred them to be more punchy and memorable. Gameplay 8/10 Overall Impression The game mixes platforming sections with combat section. The basic combat sections are the main selling point of the game. The difficulty seems well balanced. The game looks like a family friendly game, so the normal mode isn't that difficult. I didn't play on hard or easy so I can't comment on them. I think that the pacing of the game is quite good. What I didn't like about it was that it somehow felt like a missed opportunity at times. I get the feeling that the game quickly ran out of the kickstarter money so the devs had to rush the game. The gameplay gets more fun towards the end of the game once you unlock more of the abilities. Perhaps if the devs had more it, they would have stretched the last part of the game, but they had to eventually release it. It was 4 years in development after the Kickstarter, and I don't know how long it was in development before it. Eventually forcing yourself to ship a game is a reality so many game devs face. Platforming Unfortunately, the few platforming sections of this title are quite uninspired. There's no movement abilities besides basic running+jumping: no sprint, no double jump, no air dash, no grappling hook. There is feather fall and wall jump, but you get them so late in the game that they might as well not be there at all. Other than that, there are moving on a horizontal rope sections and late in the game a sort of hook hang, nothing too interesting. There is a dodge+jump, but there's rarely any need for it. There are a few swimming sections, and they are as boring as most swimming sections in 90% of games that have them. You can unlock the ability to ride the dog towards the end of the game, but there's nothing that interesting in riding and jumping with him other than dashing through blocks and enemies. Basic Combat This is what you'll be doing most of the time . I quite liked the combat. It's your generic attack & dodge action-platformer combat. Other than normal attacks, you have special crimson attacks. As some reviewers have stated previously, the combat system can get boring at times. Attack & dodge does get somewhat boring, but I don't know how you could go about making it more interesting. There are the special attacks, but because it doesn't take that much time to kill a basic enemy with normal attacks, I ended up conserving crimson for harder enemies and I rarely used special attacks. I also would conserve crimson energy because I mostly used it for the fully charged state (like the Devil Trigger from Devil May Cry). Overall, the combat system is pretty good for a 7.5h game that doesn't overstay its welcome. Dog Combat There are very few sections where you can fight enemies while riding the dog. I liked the dog fighting sections initially, especially since the animations look pretty cool. But they are very simplistic. However, there's extremely few dog riding fighting sections. It seems like a missed opportunity. There is no boss that you can fight while riding the dog. Another missed opportunity the game has. Melee Weapons There are 3 melee weapons in the game: a sword with medium attack time, a slower battle axe and fast claws. I can see why a good player would change them based on the enemy type when going for normal attacks, but the crimson attacks feel a little samey. I think it's quite a shame (when considering the effort that went into drawing each attack frame) that the game didn't do something more interesting with each crimson attack per weapon type. Ranged Weapons The fact that you can charge a ranged attack while melee attacking adds a little bit of depth to the combat. Some ranged attacks stun enemies and you can be a little strategic when using the charged attacks. A major issues is that by having 4 ranged weapons and there being only 1 button to scroll through them, it takes a long time you scroll for your desired ranged weapon and breaks the fast combat flow. World Structure Initially, the game had a Kickstarter campaign in September 2017 where they designed it as a metroidvania and eventually released in September 2021 (oh boy.. I know game development takes A LOT of time, I'm a game dev myself and I can forgive the devs for taking such a long time to release it). During later in development, the devs changed it from being a metroidvania to a world map level select structure similar to something like Shovel Knight / Super Mario 3. There are a few metroidvania elements left, where you have to return to previously played levels once you have keys that can unlock old doors and more movement items, but these elements are limited. Some Kickstarter backers criticized the game for not being a metroidvania anymore. Personally, this change didn't bother me. I liked the world structure and discovery flow of the game. The secret discovery isn't difficult at all. I found all secrets and got all achievements on my own without that much secret hunting effort, but I can see why a minority of reviewers might dislike that. Conclusion Overall Impression 8/10 Story 6/10 Graphics 9/10 Sound 8/10 Gameplay 8/10 If you like these types of games, get it at $3-$8. I got it in a Humble Bundle. I played on Normal Difficulty, died less than 10 times (keep in mind that I'm pretty decent at video games), took me 7.5h to complete.
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