Life is hard. No one ever said it wasn’t. The doctor who delivered us didn’t offer us any legal form stating that we’ll get it easy. Sure, some people roll the dice and are born into the upper echelons of humanity, living without a care in the world. Even if we’re lucky enough to lead such an easy life, we’re linked to the strings of our morality. I can honestly say Flightless offered me an escape from those harsh realities. For 20 minutes of my existence, I was a body without a care in the world. My only purpose? Get from red square to red square.
Flightless offers impeccable quality, impactful design, and a profoundly soothing music choice all in a game smaller than 50 megabytes. On top of all that, I think the greatest service the game provides is being free, offering an independent place to seek refuge in such a complicated world. The basic, yet moving designs perfectly line up with the peaceful aesthetic. Personally, minimalistic and pixel-based games are my favorite, Flightless not being an exception.
I will honestly say that the 20 minutes that I spent playing the game felt more like a pleasurable break rather than researching a game for this site. It washed away the doubts and insecurities I feel about putting so much effort behind a website that might not even break through the mold.
Besides the thought-provoking aspects (that probably didn’t even mean to provoke thought) of the game, the root constructs of the game weren’t all too original. In a way, you could compare the core concept of the game to Super Hot, in that the world and all it’s obstacles only move when you do. This causes you to predict and plan for the future that waits for you.
Puzzles included classics like the ice beneath you shattering and a slippery floor that stops when you hit an object, walkable ground, or when you plainfall off the map. There were some obstacles I haven’t seen before such as moving spike balls that require prediction to evade. Retractable spikes that change with every step were also present. One more aspect that I enjoyed with the actual mechanics were having to back travel once or twice to get to the next level. It made the game feel whole to me, like a world with more than one set path.
With the game sadly lasting a mere 20 minutes, I can’t offer much more of an in-depth analysis. Of course, we hope that the game is extended and look forward to any and all work that Bristol Street Studios release.