
QUICKERFLAK_RUTHLESSMOD is the standalone "pretty hard" expansion of the retro-hardcore minigame QUICKERFLAK.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Bulgarian*, Simplified Chinese*, Traditional Chinese*, Korean*, Danish*, Spanish - Latin America*, Finnish* +91 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
NICEGAME I LIKE IT WROTE A GUIDE
no thanks i prefer the original quickerflak
Don't be put off by the game's description. Not because the game isn't that hard --it's definitely really hard-- but because the added difficulty is tastefully executed to make QUICKFERFLACK_RUTHLESSMOD a more interesting game than QUICKERFLACK. QF is a fun game, but the added dimension from the changes in QF_RM make it even more dynamic. Room generation feels better, as the hexagonal pillars seem more liable to create hallways and nooks, giving rooms more distinct characteristics. The pink blob enemy is also a great addition since it behaves so differently than ranged enemies, demanding you adapt your room strategy immediately. My favorite change, though, is the full-auto attack -- mowing down a pack of enemies with strategic spray-and-pray sweeps is immensely satisfying. QF_RM is one of those rare games that's still fun to play when you're losing (and you're going to lose a lot). Runs end and restart so quickly that dying just isn't a big deal, and you can enjoy the core of the game: a hyper-twitch rush shooter with a great flowstate that's not interrupted by deaths. All killer, no filler. I think this might be Walter Machado's best game!
always fun to play a shooter where your cursor can get out of the game, try to shoot and boom you are dead. Also, I can't count how often I get killed seemingly behind a rock. Hard and all is ok, but when you can't even get out of "cover" becuase you instantly get wrecked by enemies because they know your movement.. well, it has nothing to do with being hard, its just lazy game design. Then sometimes enemies blend in with dead enemies.. yea fun.. again Dev, do you play your own game? or is it part of being "hard"?
QUICKERFLAK_RUTHLESSMOD, developed and published by Walter Machado, is a brutally minimalist arcade shooter that thrives on speed, intensity, and precision. It is a small, standalone evolution of Machado’s earlier title QUICKERFLAK, reimagined with even more punishing difficulty and faster pacing. This is a game that strips the shooter genre to its bare essentials, removing all narrative dressing, tutorials, or elaborate systems. Instead, it delivers pure, high-adrenaline gameplay meant to test reflexes and endurance. The moment it starts, it throws you directly into a tight, chaotic arena where every second counts, and survival depends entirely on your reaction time and adaptability. It’s an experience designed for players who appreciate mastery through repetition and thrive on the satisfaction of shaving milliseconds off their best runs. The core structure of the game is deceptively simple. You’re dropped into a procedurally generated arena filled with enemies and environmental hazards. Your goal is to clear all targets in the shortest possible time, using a full-auto weapon with blistering firepower but limited precision. The name “RUTHLESSMOD” is not an exaggeration—it is faster and harsher than the original, demanding perfect control under pressure. The challenge lies not just in defeating enemies but in managing chaos itself. The procedural generation ensures no two runs are exactly alike, keeping you alert and preventing muscle memory from fully taking over. Every playthrough becomes a balance between memorizing patterns and improvising under fire. The gameplay loop is intentionally concise: play, fail, restart, and try again, each time refining your route, improving accuracy, and pushing for a better time. Visually, the game embraces a raw, retro aesthetic that complements its arcade roots. The top-down perspective and simple, blocky graphics give it the feeling of an old-school shooter filtered through a modern indie lens. The environments are stark and mechanical, built to highlight action over spectacle. This simplicity works in its favor; there are no distractions, only the flashing explosions, shifting enemies, and the relentless ticking of the clock. The soundtrack, however, provides a burst of energy that keeps every attempt thrilling. The pounding electronic score, composed specifically for this version, syncs perfectly with the game’s tempo. Each run feels like a miniature assault on your senses—a mix of rhythm, chaos, and focus that demands full attention. The difficulty curve in QUICKERFLAK_RUTHLESSMOD is unforgiving, and that’s by design. This is not a game that tries to welcome everyone; it caters to a niche of players who enjoy hard-as-nails challenges and the rush of chasing perfection. The game does not provide checkpoints, extended tutorials, or power-ups to soften the blow. Instead, it rewards persistence and precision. It’s built around the “one more try” mentality, where losing isn’t discouraging but rather a call to refine your technique. Each death feels like a lesson, and every successful run delivers an intense burst of satisfaction. The procedural variation also adds a layer of unpredictability—sometimes the randomization creates manageable patterns, and other times it pushes you to the edge of frustration. But that volatility is part of the appeal; it ensures that no victory ever feels undeserved. Despite its strengths, the game’s focus on minimalism may alienate players looking for depth or variety. Once you’ve adjusted to its mechanics and completed a few runs, the experience becomes one of refinement rather than discovery. There are no new weapons to unlock, no significant progression systems, and no changing environments beyond what the procedural generation provides. The value comes from personal mastery, not content expansion. Technically, it runs smoothly even on modest hardware, a testament to its focused design and efficient optimization. The simplicity also means that when technical hiccups do occur—such as occasional hit detection quirks or geometry collisions—they stand out sharply against the otherwise clean experience. Still, given the small scale of the project, these issues rarely break the overall flow. For players who understand its intentions, QUICKERFLAK_RUTHLESSMOD is a concise but exhilarating experience. It doesn’t try to reinvent the genre; instead, it perfects a very specific idea—the joy of immediate, high-stakes gameplay stripped of anything unnecessary. It’s the kind of game that thrives on short, repeated sessions, where every attempt is a chance to improve and every victory feels earned through skill alone. The combination of speed, precision, and relentless difficulty gives it a raw purity that few games attempt in today’s landscape. It is not an experience that will appeal to everyone, but for those who appreciate intense, minimalistic action driven by reflex and rhythm, it stands as one of Walter Machado’s most uncompromising and rewarding creations. Rating: 8/10
Хорошечно
Can't spell Walter Machado without chad.
Awesome
More shooty
Surprisingly easier than the first game, imo. Pink mask guy will ♥♥♥♥ you up faster than your local CS:GO global elite
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