Flick Shot Rogues (Unlocked FULL GAME)

1.14
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3.6/5 Votes: 1,078
Developer
Noodlecake
Updated
Sep 18, 2026
Size
408 MB
Version
1.14
Requirements
7.0
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Google Play
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Description

Flick Shot Rogues turns every attack into a pool shot, where you drag back a pirate hero and fling them into crabs, apes, and squids on a hand-drawn treasure island. New players who keep dying in the jungle get a clear plan here for heroes, relics, curses, and the Doom Level climb. The biggest early swing comes from leveling both heroes in your tag team, because the game’s own developer says switching turns close to mandatory from Doom Level 4.

How to Play Flick Shot Rogues on Android and iOS

To play Flick Shot Rogues on a phone, you drag back on your hero disk, set the angle and power, and release to fling it into enemies. Each fight is turn-based, so enemies only move after your flick settles, and the free opening section lets you try it before paying.

That try before you buy opening covers the first stretch of the island. After it, a one-time in-app purchase unlocks the full game, and the mobile version carries no ads at all. The store lists it at $6.99, and it launched at $4.99.

Butter By The Fish, a three-person studio in Germany, built the game, and Noodlecake published it. It started life on Steam in September 2025 and reached Android and iOS a year later. So the mobile port arrived with a year of balance work already behind it.

How the Flick Shot Aim and Launch Works

Every turn starts the same way. You press on your hero, pull back, and a cue-style line shows where the disk will travel and bounce. Pull farther for more power, then fine-tune the angle before you let go. Nothing happens until you release, so you can test several lines first.

The hero then slides across the board, hitting walls, enemies, and pickups on the way. This is physics-based combat, not a grid, so a ricochet off a wall can reach an enemy you could never hit in a straight line. Once your disk stops, the enemies take their turn and flick themselves around too.

The Shipwreck Story and Pirate-Themed Island

Five treasure hunters sail toward a volcano island that hides a fabled hoard. Their ship wrecks on the rocks, but all of them wash ashore alive. Now they need to fight up to the peak, past the island guardians, and face the one that guards the gold.

The story stays light, with short scenes at the start and end of a run. However, the pirate-themed art does a lot of work. Enemies stand on red coins like board game pieces, and a beaten foe flips out of the arena with a coin sound that never gets old.

Peglin, Slay the Spire, and the Steam Version Compared

On Android, the closest rivals are Peglin and Slay the Spire. Peglin shares the physics hook, but you drop orbs and watch them fall. Here, by contrast, you aim the hero itself, and the enemies fight back with their own flicks. The branching node map feels closer to Slay the Spire, minus the card deck.

The Steam version costs $14.99, so the phone release is far cheaper for the same content. Touch aiming feels natural, since dragging a finger is basically the real flick motion. A mouse gives slightly finer angle control, though, and the PC build is Steam Deck Verified if you want both options.

Shield, Health, and Golden-Coin Commanders in Combat

Shield is a damage buffer that refills after every fight, while Health only returns at campfires. That single rule shapes almost every decision in this physics-based combat. Taking a hit on Shield costs nothing long term, but a hit that breaks through to Health stays with you.

Combat always goes in the same order. You flick first, then each enemy acts, and most fights hold at least two enemy waves. Your two heroes share one Health bar and one Shield bar, so you cannot hide damage on the bench.

The arenas change by biome. The beach is open and forgiving. Meanwhile the jungle adds walls that form narrow hallways, plus spikes that punish a sloppy bank shot.

Reading Ricochet Lines on the Aim Preview

The aim line shows your first path clearly. It does not promise what happens after the first hit, because each enemy you touch changes your speed and angle. So treat the line as a plan for the opening bounce and a guess after that.

I get better results when I aim for one wall first, then an enemy. A clean ricochet off a wall keeps most of your speed. Hitting a heavy enemy head-on, by contrast, can stop you dead in the middle of a crowd, which is the worst place to end a turn.

Enemy Telegraphs and When You Can Interrupt Them

Enemies prepare an attack one turn before they use it. An icon above each one shows the type, such as a charge, a ranged shot, or an eye symbol that tracks you. The color of that telegraph also tells you if a collision can cancel it.

That makes some attacks a target, not just a threat. If a crab has an interruptible cannon shot ready, a direct hit stops it cold. Tracking attacks work differently, though, since they follow your final position, so ending your turn behind a wall matters more than dodging.

Clearing Waves, Commanders, and Spike Hazards

A wave ends when every enemy dies or when every Commander dies. Commanders stand on golden coins instead of red ones. Kill them and the leftover regular enemies vanish before the next wave spawns, which saves both time and Health.

Hazards add another layer. Wall spikes hurt anyone who touches them, enemies included, and they come back after triggering. Floor spikes give a warning, rise last in the round, deal heavy damage only to you, and spread further with each new wave. Later biomes also add pools of poison goo.

How to Unlock All Five Flick Shot Rogues Heroes

You unlock new heroes by meeting them as encounters on the island map during runs, and some only appear at higher Doom Levels. The roster holds five heroes in total, and you take two into every run, which gives 10 possible tag team pairings.

Each hero has a different damage trigger. Some hurt enemies on contact, some strike after they stop, and some fire at targets they passed. That trigger decides how you should flick, so a shot that is perfect for one hero can be useless for another.

The first two heroes are ready from the start. The third tends to show up within your first couple of runs. The rocket hero comes last, and she is worth the wait.

Swashbuckler and Klabautermann, the Starter Pair

The Swashbuckler deals damage on every collision. He rewards long, bouncy shots that tag several enemies along one path. One achievement even asks him to bounce off 5 walls in a single flick, which tells you how the designers expect him to play.

The Klabautermann does the opposite. He deals no damage on contact, but he swings his axe in a circle wherever he stops, and the game shows that radius as a clear ring. So you want soft, short flicks that park him in the middle of a group. Hitting 8 different foes in one turn with him is a real achievement, and it is very doable.

Froggomancer and Huntress Area Damage Styles

The Froggomancer collects frogs that sit around the arena at the start of a fight. Each frog she picks up becomes a separate attack against enemies she slides past or stops beside. Her power grows with every frog, so early turns spent gathering pay off later.

The Huntress tags every enemy she passes during a flick. Once she stops, she shoots each tagged target with her revolver. That makes her great against spread-out enemies, since one long pass across the board can mark half the arena.

The Rocket Hero and Her Wall-Bounce Rockets

The fifth hero fires a rocket at nearby enemies for every ricochet she makes, then launches them all once she stops. More bounces mean more rockets. As a result, a shot that pings around a jungle hallway can start a chain reaction that ends a whole wave.

You meet her as an encounter on Doom Level 3, so she stays hidden until you climb a bit. Many players rate her as the strongest hero. One achievement asks for 1200 rocket damage in a single turn, and that number shows her ceiling.

Tag Team Switching Between Your Two Heroes

Only one hero stands in the arena at a time. Before any flick, you can swap to your partner, and the partner takes over from the same spot. Because Health and Shield are shared, the swap is free in terms of damage.

Good pairs cover each other’s weak spots. A Froggomancer wipes crowds but struggles in boss fights, so a Swashbuckler partner handles single big targets. Some trinkets and curses also care about how often you switch, which pushes you to use both heroes.

How to Unlock All Eight Relics and Their Upgrades

To unlock relics, you complete specific challenges during runs, and each new relic then joins the pool at run setup. Relics are equipment pieces that act like subclasses, each hero carries one for the whole run, and the game holds 8 in total. Only 2 are open on a new save, so the other 6 all come from those challenges.

A relic adds an effect to every enemy your hero hits. Fire, bombs, thorns, and chain lightning all show up, and each one changes how you want to aim. Both heroes must carry different relics, so you can never double up on the same effect.

The Logbook on the main menu lists every locked relic and the task that opens it. Check it between runs. Most unlock tasks happen by accident if you know to watch for them.

The Starting Relics and Unlock Challenges

Your first two relics teach the basic idea: enemies you touch carry an effect that helps later. After that, new relics arrive through achievements. Each one you earn joins the pool you pick from at run setup.

Some unlock tasks are easy to miss. So read the Logbook entry and plan a run around one task at a time. Chasing two at once usually means you finish neither.

Three Upgrade Slots on Every Relic

Each relic takes up to 3 upgrades per run, and each hero does too. You pick them at the upgrade anvil, where the game offers three choices drawn from your current hero and relic pools. Some choices have refined versions that appear later.

Read the downsides carefully. For example, one damage upgrade adds friendly fire in exchange for more power. Other costs are hidden until they bite, such as the extra knockback that comes with stronger bombs.

Sticky Bombs, Blazing Lantern, and Barbwire Bramble Combos

Sticky Bombs attach a bomb to each enemy you hit, and it blows up a round later or when that enemy dies. Blazing Lantern sets targets on fire, and the burn spreads when a burning enemy touches another. Barbwire Bramble wraps enemies in thorns that hurt them every time they collide with anything.

The real fun starts when two relics feed each other. The developer’s own favorite chain reaction pairs a Froggomancer carrying Barbwire Bramble with a Klabautermann holding Sticky Bombs. Thorned enemies take damage as bombs knock them into each other, and every death sets off another blast.

How the Island Map and Encounter Nodes Work

The island map is a branching node path split into seven Chapters, and each Chapter ends in a boss or mini-boss fight. You pick your route one node at a time, choosing which battles, campfires, shops, upgrade stops, and character encounters you face on the way up. The three biomes run from the sunny beach through the jungle to the volcano.

Planning a Chapter early matters. A path with two fights before the first campfire is risky with low Health. On the other hand, a harder route might lead to an encounter you need for an unlock. Once you climb past the first Doom Level, Idols of Doom nodes also join the map.

Gold is the currency for the whole run. You earn it from fights and events, and you spend it at shops on trinkets. Holding 200 Gold at once is even an achievement, but spending usually beats saving.

Campfires, the Upgrade Anvil, and the Gold Shop

Campfires offer a choice. You can heal, or you can take experience, and if you already have enough experience you can level up a hero there. Healing is the only way to recover Health, so this choice carries weight.

The upgrade anvil offers 3 upgrade picks for your hero or relic. Shops sell trinkets, which are passive items with their own effects and synergies. A trinket that fits your pair is often worth more than a single upgrade.

The Pale Stranger, Fortune Broker, and Other Encounters

Encounter nodes show a character’s face on the map, so you know who waits there. The Pale Stranger asks for some Health in return for Gold or a Shield boost, and running away earns you a curse. The Fortune Broker lets you spin a prize wheel, while the Mad Inventor turns trinkets into new ones.

Some encounters want you to return. The Chiseling Giant, for instance, has an achievement for meeting him 3 times in one run. The Helpful Rocks reward you for following the sign beside them, though you can also just grab what they hold and face the result.

Elite Fights, Chapter Bosses, and the Volcano Finale

Elite fights hold tougher enemies and an extra wave. They pay better, but they drain Health fast on early runs. Take them when your Shield is high and your pair has a clear damage plan.

Bosses use waves as phases. When the first Health bar breaks, the boss gets more aggressive and often spawns extra enemies. Every biome has its own boss, and the final arena at the volcano peak adds a hazard you will not see anywhere else.

How Doom Levels, Curses, and Profile Level Unlocks Work

Doom Levels are the game’s 10 difficulty tiers, curses are penalties with bonuses attached, and your account level rises with the experience from every run. You open each new Doom Level by winning a run on the tier below it, and most unlocks come from achievements along the way. Each step adds a new rule that makes the island harder, and climbing is also how you open most heroes and items.

Your first run is gentle on purpose. The challenge lives in the ladder, not in the first win, and it bites hardest from Doom Level 4 onward.

Two more systems run beside the ladder. Achievements unlock new content, and every run adds experience to your account level. Together these three tracks turn a single turn-based roguelike run into a long climb.

Climbing the Ten Doom Levels

The first new rule adds Idols of Doom nodes to the map. Higher tiers then boost enemy stats, bring reinforcements early, and make campfires heal less. Early reinforcements are nasty, since the next wave lands before the current one is gone.

You can drop back to a lower tier at any time. That helps when you want an achievement that needs an easier run. Still, the top tier holds the real ending, since the final credits only play once you open the last door.

Idols of Doom and the Real Cost of Curses

Idols of Doom are map nodes that force you to take a curse. Curses add a penalty, but many also add a strong bonus. Some punish you for not switching heroes, so they shape how you play each turn.

In practice, most curses hurt less than they look. I avoid only one or two, and I accept the rest when they come. A curse that pays out Gold or damage can even carry a run.

Achievements, the Logbook, and Profile Level Rewards

Almost every new item comes from an achievement. Each one adds a relic, trinket, encounter, or hero to the pool for future runs. The Logbook tracks your stats, your unlocks, and the exact task for anything still locked.

Your account level climbs after every run, win or lose, since each one pays experience. Reaching Profile Level 15 is its own achievement. So even a failed run moves your account forward.

Cursed Crew Variants After Doom Level 5

The Cursed Crew update gave every hero a cursed version with a twisted playstyle. To unlock one, beat Doom Level 5 with that hero. The Ghostbuckler teleports a short way before attacking, and the Kalfatermann starts with a small radius that grows each turn he sits still.

The Croak-O-Mancer spawns twice as many frogs but loses some with every attack. Meanwhile the Gloomstress fires bullets that split in two on impact. Each variant is a new hero in practice, so it doubles the reason to push your favorites to Doom Level 5.

Common Mistakes That End Flick Shot Rogues Runs Early

Most failed runs in Flick Shot Rogues trace back to three habits: flicking too hard, ignoring enemy positions, and leaning on one hero. None of them are about bad luck. Each one is a choice you can fix on your very next run.

The mistakes also get more costly as you climb. A full-power flick that works on Doom Level 1 can end your run on Doom Level 6.

Watch your final position more than your damage. A turn that deals less damage but ends in a safe corner often beats a flashy shot that leaves you surrounded. That shift in focus alone saved more of my runs than any relic.

Full-Power Flicks and Sticky Bombs Knockback

Maximum power feels good, but it sends your hero bouncing into places you did not plan. That often means ending on a floor spike or next to three enemies. Medium power with a planned stop point is safer on most turns.

Bomb relics make this worse. Their blasts push every nearby disk, and that includes you. So after setting several bombs, make sure your hero ends well away from the targets, or your own chain reaction can throw you into an attack.

Leaving Enemies a Free Bank Shot Off Their Allies

Enemies do not only aim at you. They also flick each other. I once hid behind a wall where neither of two big enemies could reach me, and the far one simply knocked its partner into a clear line to hit me.

So check more than the direct lines. Ask which enemy could push another toward you, and park where that bank shot fails. Clearing one of the two, or pushing them apart first, often removes the threat entirely.

Leveling Only One Hero Before Doom Level 4

On early tiers, pouring every upgrade into one hero works fine. From Doom Level 4, though, enemies hit harder, and curses start to punish a lazy swap. A run with one strong hero and one untouched partner tends to stall there.

Split your upgrades from the first Chapter. Give each hero a job, like one crowd killer and one boss killer. Then swap based on what the arena shows you, not on habit.

Best Flick Shot Rogues Tips and Tricks for Beginners

The most useful habits in Flick Shot Rogues cover disk control, Gold spending, and protecting Health. These three areas decide more runs than any single relic or hero pick. They also apply from your very first Chapter, long before the harder Doom Levels open up.

Most tips here build on the tag team system. A pair that plays well together turns small edges into full wins. Meanwhile a pair with no plan leaks Health in every fight.

Treat each tip as one habit to add per run. Stack them slowly, and the climb gets smoother. Adding them one at a time also shows you which habit is doing the work.

Herd Enemies Into Clumps With Froggomancer Frogs

The Froggomancer’s frogs knock enemies around as they attack. Use that push on purpose. Drive enemies toward the center or into each other, then swap to an area hero to hit the whole pile.

This works best with fire or thorns. A Blazing Lantern burn spreads faster through a tight group, and a Barbwire Bramble target takes extra damage each time it bumps a neighbor. One good frog turn can set up the next two.

Spend Gold on Trinkets That Reward Switching

Shops carry trinkets with very different values. Look first for ones that trigger when you swap heroes, since they turn every swap into a damage source. A swap bonus fires every turn you use it.

Also think about the Pale Stranger before you spend. Trading a little Health for Gold there can fund a key trinket, but only when your campfire route is safe. Buying 6 trinkets in one shop is an achievement, so a big shop visit can pay twice.

Guard Health Because Only Campfires Restore It

Shield comes back for free, and Health does not. So end each turn where only Shield-sized hits can reach you. When a wave looks rough, spend a turn on positioning instead of damage.

Plan campfire stops around your Health, not your experience. Taking experience when you are low feels greedy for a reason. One achievement asks you to reach the jungle without losing any Health, and chasing it once teaches careful play fast.

Frequently Asked Questions About Flick Shot Rogues

Is Flick Shot Rogues free on Android?

Flick Shot Rogues is free to start on Android through a try before you buy setup, and a single purchase unlocks the rest. The Google Play listing also shows it on Windows through Google Play Games, so one account can cover both a phone and a PC. Regional prices vary, so check the store for your country.

How long does one run take?

A full clear usually takes around an hour in my runs, and early deaths end much sooner. Harder Doom Levels add waves and reinforcements, so late climbs in this turn-based roguelike can run longer. Each single fight lasts only a few minutes, so a short bus ride still fits one or two battles.

Does the game have enough replay value?

Yes. With five heroes, eight relics, and a relic for each partner, the developer counts about 560 different starting builds before any upgrades. Add trinkets, curses, and random maps, and very few runs look alike, because every chain reaction plays out differently. The Cursed Crew variants push that number even higher for dedicated players.

Who Should Buy Flick Shot Rogues on Mobile

Flick Shot Rogues suits anyone who loves Peglin or Slay the Spire and wants more direct control over each shot. It also fits commuters, because every turn is short and nothing happens until you flick. Players who hate randomness may tire of it, since maps and rewards reshuffle each run.

After many runs, I think the flick itself is the best new idea in a turn-based roguelike in years, and it feels even better with a thumb than a mouse. Use the try before you buy opening, play one full Chapter, and decide from there. This pirate-themed puzzle of angles earns its price.

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