
Adventure game, puzzle platform and strategic space battles in a sci-fi universe. Many puzzles and riddles in a cartoon atmosphere in 2D and 3D.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French**languages with full audio support
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Plusieurs phases de gameplay différentes qui s'enchainent bien sans être répétitifs. Les énigmes et puzzles sont variés aussi et certains ne sont pas trop faciles Et il tourne sur un PC d'un autre âge alors l'opti est au top!
StarFlint: The BlackHole Prophecy est un jeu vidéo solide et divertissant. Avec son scénario captivant, ses superbes graphismes et sa jouabilité bien conçue, il offre une aventure spatiale passionnante aux amateurs de jeux d'exploration et de puzzles. Malgré quelques petits problèmes techniques, c'est un titre qui vaut certainement la peine d'être joué.
As a backer of the original KickStarter for this game, what was promised and what was delivered is VERY different, and that is putting it nicely. The script work is absolutely horrible, like..."You're Winner" level bad, and the platforming in all honestly is terrible. I'm not sure what in the world is going on here, this was pitched to backers as a point and click adventure game, it sounded absolutely phenomenal and here we are now with a pile of buggy junk. I honestly can't recommend this game, and that really disappoints me because I had very high hopes.
Related
Related
Trends
Modeled estimate over time.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
UPDATE: The bug in the prison cell preventing you from progressing has been fixed. So I'm changing my grade to "recommended" Starflint mashes together a bunch of different genres that always follow the same order. The first, which I feel is unnecessary, is when you’re flying to a marked planet and shooting asteroids. It only lasts a minute and doesn't seem really exciting. The game changes to a turn-based strategy/puzzle game once you arrive on the planet, where you must maneuver on a grid and position yourself such that you may fire at the enemy from the side or the back. Both game types are quite straightforward and are just intended to be used as a side activity before the main game content. A side-scroller/platformer is what you’ll be experiencing for the majority of the game. This includes all of the traditional gameplay aspects, such as jumping, pushing objects around to solve puzzles, sneaking past guards, shooting, and some adventure components that push you to hunt for items and use them appropriately. Additionally, climbing plays a big role. Each ledge is marked with a bright color and you hang on to it automatically if you drop over the edge. You also get to control two characters: Trixie has platforming stages where she can use special moves like the sprint, double jump, and slide, while Fynn has stealth and action stages. Regrettably, several of the initial stages make some clumsy design decisions and suffer from lack of polish. For instance, everything in an enemy facility resets as you enter it again, including all switches you've pressed, puzzles you've figured out, etc. Even when you enter a building through a door, some things reset. When you progress through numerous rooms and come upon a problem only to discover that you are missing a necessary item, it can be very frustrating. Now that you have completed all the rooms again, you must return, look in another area of the stage for the object, and complete the rooms once more. Furthermore, you cannot simply shoot your way through a stage. Rocks, electric boxes, and unique circumstances like bosses are the only things can be shoot at. Well, a guard can be shot, but the game never clarifies whether you kill him or just stun him. Because the guard is back when you reenter a room, it's presumably the latter. A laser defense system that kills you as soon as the guard hits the floor is also present in the majority of rooms. This is good since it encourages a stealthy approach. Being stealthy is pretty easy. Enemies can't see you across the room and can't hear what you're doing behind their backs. You can hang from a ledge above or below because they can only see a few steps ahead of them. Death doesn’t matter in this game because you respawn at the entrance each time you get killed or fall into a hole. Lack of information is another problem. You're never quite sure what you should be doing. You are also never informed of the results of your actions. One facility, for instance, requires the release of gas into air ducts. Once you've done that, you're sent back outside without receiving any feedback. You receive no object, nothing has changed outside, and you are free to return inside as if nothing had happened. I got stuck here because I couldn’t find the code to open the last door. After nearly giving up and at one point blaming it to a lack of information or possibly a bug that prevented me from finishing the game, I noticed three numbers at three distinct locations that turned out to be the code. Whole situation felt a little odd. While the game has voiceovers, it also relies on subtitles. However, it becomes obvious right during the intro scenes that it wasn’t handled by a professional proofreader. Mistakes go from less glaring, like the wrong relative pronouns, to typos. This issue completely disappears during the actual voiced lines and will probably go unnoticed by a lot of players, which leads me to believe that part of the text just got overlooked. The game uses subtitles in addition to voiceovers. However, the intro shows that it wasn't handled by a skilled proofreader. Less obvious errors, including using the incorrect relative pronouns, are followed by typos. I think that part of the text just got overlooked because this issue goes away during the voiced lines and most gamers won't even notice it. Although each planet is unique and the art is good, certain places might need a few more elements to heighten the atmosphere. Except for the drawn 2D characters, everything is in 3D. The characters might have used a few more frames to make the animation more fluid, despite being detailed and unique. The moment that surprised me the most is in the last part of the game. At this point, Starflint transforms into a very new game with revamped art, detailed cutscenes, and drawn backgrounds. Additionally, it does away with all action-related mechanics in favor of a pure adventure game. Sadly, this is also when you run into a bug that prevents you from moving forward; you get stuck in your prison cell with nothing to do. I was planning on giving the game a thumbs up despite some frustrating and boring sections like the awful laser maze and two escort missions with platforms you need to set up after each death, lack of polish, and some eye-rolling dialogues that alludes to sex and make cringe modern references that have no place in this setting. But after the unplayable adventure part, I can’t recommend the game. Good news is that the devs are handling these issues almost daily, so I'll gladly point my thumb upwards once the game can be finished.
Super jeu, belle découverte et le jeu est en français ! Je me revois consulter timidement l'actualité du jeu et l'engouement qu'il suscitait avec les voix de certains streamers FR, même si au tout début on s’amuse à essayer de deviner à chaque nouvelle voix, « mais qui est-ce donc ! », cela passe assez vite au second plan, happé rapidement par les p’tites énigmes ici et là. Je me suis même surpris à rager par moment à ne pas comprendre comment sortir d’une fichue carte bruuhhhh, mais une coupure de jeu et on y retourne quelques heures après et on se sent concon de ne pas avoir vu plus tôt certaines choses pourtant bien là et visible comme le nez au milieu du visage et passer à la suite en moins de 10 minutes x)). Toutes les promesses du titre sont tenues et la première d’entre elle : s’amuser ! (Bah ouais, c'est un jeu à la base hey ho !) Je vois que la plupart des mauvaises critiques viennent du fait que ça ne représente pas 100% d'une « démo de Kickstarter » ... c'est dommage de s'arrêter à cela, heureusement que nos avions de ligne d'aujourd'hui ne ressemble pas à la version initiale non plus remarquez :D Quoiqu’il en soit, le jeu est bon pour peu qu’on sache vivre une aventure, très fun et originale ! Vivement la suite…
Wer Geld für ein Adventure ausgibt, aber einen schwammig zu steuerneden Plattformer erhält, ist nicht glücklich.
So first thing is first: While there may be a point & click game buried somewhere in it, after 2 hours it has been 90% platformer with a few other mini games mashed into it. But let's review it based on what it actually presents Controls: I am routinely frustrated by the lack of acceleration when characters run. It has that "ice" feel and for tight platform sections I've had to train myself to input commands a half second before I want them executed because the characters have an unresponsive feel to them. This is especially noticable when I'm trying to edge close to something or make very precise minute movements. Just "flicking" or "tapping" doesn't move the character at all. The animation starts to move but their physical screen movement is neglibile. There are also issues where sometimes they will grab a ledge or sometimes they will bounce straight up. I've also noticed that some of the "physics" puzzles (e.g. slide a box onto the switch) can get a little glitchy. Not game breaking but not exactly compelling me to keep playing either. 2) HItman GO - I played a lot of Hitman Go so the "spaceship" sections where you move around on a grid and avoid other ships is very familiar to me. 3) Puzzles: So far the puzzles, the few that exist, have been alright. What I would expect from an adventure game. 4) Overall design is very problematic. For example I reached a section in the platformer part that completely stumped me before I realized that when you switched characters the controls and abilities also switched as well with no warning. The first time I had to "slide" (and thus the first time I realized that was even an option) was in a complex section that was pretty far away from the checkpoint and very deadly. I actually had my post written to go on the forums asking what the heck I was supposed to do when I tried it one more time and saw "slide" on the control schemes. Modern game design for adventure/platformers typically introduces a game mechanic in a "controlled" setting first so players are on board before throwing them into deadly sections. If I was designing it I would have put a simple wall that you had to slide under first before throwing it in the middle of a section. 5) Game concepts are introduced and then seemingly abandoned. They have a slide mechanism that I only had to use once and that was it. In the space ship section you can "attack" other ships but then in the next segment you can no longer do that. It's a shame because there are so many good examples like Super Meatboy or Braid that show how you can introduce an idea and reinforce it and build up on it. Here they throw something at you and then that's it, never again. 6) Art is good. A lot of the settings look quite nice and the character art I enjoy. 7) Writing is a mixed bag. For me personally a lot of the pop culture references fall flat because they're not built up. When an NPC asks the main character's name and he responds "I am Groot" that isn't a joke, that is a reference. There isn't a build up, there isn't a punchline. Some people really enjoy that "hey, that's a thing I've heard before" association but I prefer actual jokes. Besides the spelling mistakes and sometimes nonsensical plot...it does work for me. I'm curious enough to keep playing to see what happens next. I'm not on the edge of my seat but so far it's juuuust engaging enough. Bottom Line: Sadly I think this is a "meh" from me and the fact that it was advertised on kickstar as a P&C and now we get a sub-par platformer for the first part of the game is a pass from me. Good art and the voice actors work quite well with a mixed bag storyline but honestly there are some huge fundamental design flaws. I would never have bought this game in its current state but I "bought it" years ago so I'm playing it for a few more hours just to get to the P&C parts and see if it can turn itself around.
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] [Kawaii/Action/Puzzle] Platforming 2.5D adventure. On several planets, solve the fun and challenging riddles. Rich volume, cartoon anime cutscenes, some minigames. [2DACT/PZL] プラットフォーマー。謎を解きつつ先に進む系。現状少し不安定なので、暫くしてから遊ぶのが良いかも。
StarFlint has multiple gameplay genres with about 50 % platforming, 30 % point-and-click type adventuring, and 20 % other puzzle and arcade type minigames. I completed the game in 12 hours and mostly had fun playing it. This is the first part of the game, and part two will be released at a later date. The game practically requires a controller. The game controls took me some time to get used to, and I felt like the movements of the character could have been more precise. The character Fynn uses a gun to break obstacles and get rid of enemies. Playing as Trixie later in the game was more enjoyable and versatile, as she runs faster and can double-jump. The platforming gameplay difficulty is average with a few more difficult parts that take longer to complete. Sometimes you have to backtrack through a section that you already completed, because you are missing an item required to proceed. Overall, I think the game is balanced with how often you have to pause to think about a solution, and how often you know the solution but keep getting killed in the environment. There are mini-games where you side-scroll while evading incoming projectiles. Another type is where you move with a spaceship in a grid in a turn based manner. This gives a bit of variety among platforming and point-and-clicking. I liked the occasional stealth gameplay, where you control a character and follow an enemy without being seen. The point-and-click parts of the game were quite standard, talking to characters, collecting items and using them, as well as interacting with computers and such. I didn't like the inventory, which shows a list of item images without showing a description for the item, and sometimes it's confusing when you don't know what exactly you picked up. The game's character art is great and the platforming background graphics are pretty good too. The voice acting is acceptable but sometimes I thought the voice actors weren't given enough context of what their lines were for. Often the character's voiced line didn't match the text that was visible on the screen. Also the script needs to be checked by someone who speaks English as their first language. It takes some enjoyment out of playing the game when you notice grammatical errors often enough. The background music does its job and some tracks were pretty good when I paused to listen. Personally I like the game and look forward to seeing what the part two of StarFlint has to offer. If you like both the platforming and the point-and-click adventure genre, try this game out.
Solche "Jump and Run" Games hat man vor 20 Jahren schon gespielt. Die Graphik ist top, aber das Spielgeschehen ist nicht neu. Mit Maus und Tastatur kaum zu spielen. Es wird nicht umsonst ein Controller empfohlen. Wenn man eine Augabe nicht schafft muss man natürlich diese nochmal anfangen, aber warum die ganzen nervigen (beim wiederholten mal) Dialoge jedesmal wieder anhören/sehen? Ich gebs auf.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.