Flick Goals is a free-to-play game for Android and IOS tablet devices. Inspired by physics, players take turns to move the marble, making it bounce off different obstacles and borders to find a clear path to shoot it into the opponent's goal.

To protect their goals, players can use different obstacles, placing them strategically over the game board in order to generate bouncing patterns, allowing them to defeat their opponents.

It's a game between two players. It can be played between two persons or a person against an AI computer opponent.

Players take turns to move the marble, making it bounce off different obstacles and borders in the board, creating bouncing patterns, finding different paths to score, or to ensure a closer location to the enemy goal.

Turns:

Once in the game, players must follow the labels located in the upper part of the screen, which indicates each player's turn through a "your turn" sign.




The marbles are the main characters in Flick Goals. They are collectibles and its function on the game board is basically that of a projectile that is affected by certain physical attributes modifying and altering its behavior. Players can take advantage of these behaviors to gain time, block or delay their opponents.

Each marble has pros and cons between each other, that means there is not a pay-to-win system behind. Though, the success of a match will consist on how good the player use them against its opponents.


Attributes:

  • Density: Specifies the weight of the marble. It is one of the main attributes that affect the speed with which the projectile moves on the game board.
  • Deflection: This attribute represents the collision between two solid objects, indicating the speed of the projectile after having bounced off any solid object.
  • Friction: The force between two surfaces in contact. It is the attribute that affects the sliding and therefore the distance of the projectile.

Rare Marbles:

Some marbles are considered rare and have innate abilities related to the material of which they are made. These abilities are triggered when the marble is in motion during a turn, thus interacting with the game board and obstacles.

Players will find these rare marbles by unlocking them or hidden inside pouches. These marbles won't improve the game, however, allows players to personalize their gameplay experience and enlarge their collection.


Players can earn new marbles in several ways:

  • by unlocking them, completing single or multi-player content.
  • from pouches, which may be bought with real money or, using the bottle cap points and victories exchange system
  • as part of rewards or promotions.

Marbles may be gained individually or in packs of 3. Players are not able to trade marbles with other players.

Obstacles are solid elements that allow the player to block the opponent's line-of-sight. Being a turn-based game, the player must think and find a way to save time, interacting with the different reactions between obstacles and marbles. The bounce will depend on the strength and the angle of impact between one element against another.

Some obstacles react to the impact of the marble, altering their behavior, angle or position on the board, giving the player an ever-changing experience, making each game different, new and exciting.

The same like marbles, obstacles are unlockables, and each set of obstacles (12 units) may be used once the player has unlocked them. Players will not be able to trade obstacles with other players.


Perimeter:

The perimeter is the area available around each obstacle. This system has been integrated to allow enough space between obstacles to avoid wall-like constructions in the game.

The game board is represented by a virtual grid, and every obstacle has a certain quantity of perimeter. Basic defenses start with 4 perimeter space in cruciform. Some obstacles will require more perimeter than others, and will depend of the player to organized them properly.


In order to protect, attack and keep the marble always in play, players must find a balanced arrangement using the given space. Positioning defenses wisely will protect players against unexpected attacks.

The game board is where the action takes place, representing the board on which each game is played out. Around the board are various important UI elements, such as player's name, turn indicator, score direction, as well as specific zones where the obstacles should be placed.

Boards are chosen by players and its function in-game is to act as levels. Each board comes with its own set of obstacles and players can unlock them by using any of the in-game exchange system.

The rookie's Board, has been developed for the prototype version and redesigned to be the first level for the official game. Comes with a set of obstacles (nails version) and features its own design:

EXPANDABLE

Obtain new marbles using the various in-game exchange system:

  • Bottle Cap Points: Bottle Cap Points is one of the two rewards system you will find in the game. The player will earn a certain quantity of Bottle Cap Points for each scored goal. The total amount will be counted at the end of every match and will allow the player to unlock new content and features within the game.
  • Victories: Victories it is the second reward system, is intended to encourage the player to complete matches and keep the bar high regarding battles. Both Victories and Bottle Cap Points combined together will allow the player to unlock high-end content.
  • Pouches: Pouches are payable items, which can be used to obtain additional marbles for your collection. Each pouch contains 3 marbles and its contents are decided at random, at the time of purchase.


Flick Goals


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