In Flip Ship, it’s all your fault

Flip Ship is 30% a tilt game, 30% a shooter, and 40% a horribly insidious risk/reward challenge designed to make you hate yourself. When things go wrong — and they will often — you have only yourself to blame. And, really, that’s what makes this deceptive simple iPhone game so good.

After the jump, high scores and self-loathing

Although the graphics have a cool colorful smooth wireframe look, Flip Ship is basically a two-toned game. At any given time there are enemy ships on screen of two different colors. You toggle your ship between those two colors by tapping the screen. So long as you don’t hit any ships of the other color, you’re golden. Tilt your iPhone to cruise around and your ship automatically blasts the same-colored ships, wreaking that familiar shooter havoc without any input from you, and racking up more and more points with each kill. The power-ups drift in and out liberally, giving you plenty of diversions beyond shooting your designated color.

But that’s just the beginning. Flip Ship is a carefully engineered exercise in forcing you to second guess yourself. The points you rack up are displayed on the left side of the screen, but they don’t apply to your actual score on the right side of the screen until you tap the screen, change your ship’s color, and reset your score multiplier. Every single moment of Flip Ship is presided over by the overwhelming question: “Do I dare?” Do you dare hold out for more points? Do you go for one more kill with the multiplier you’ve built up? Or do you cash in now and start your multiplier again? Because every time you blow up, you’re going to immediately and deeply regret that you didn’t cash in your points. When you die in most games, the reaction is “Damn this game!” When you die in Flip Ship and lose those precious points, the reaction is “I should have flipped earlier!”

This dynamic makes an action game so much more than a mere action game. Plenty of arcade shooters are driven by a score multiplier, usually based on not getting killed, which is what you were doing anyway. The multiplier is just a byproduct of playing the game. But the really smart shooters use that multiplier to add another dimension to the gameplay. Consider, for example, the ingenious Burn Zombie Burn, which is all about making decisions about how many zombies you’ll burn and how many you’ll shoot. Risks are only as exciting as the stakes involved. And the stakes are so much higher when you’ve made the decisions that raise them. That’s why Flip Ship works so well.

The advantage of tilt controls, which are normally a crutch at best or a gimmick at worst, are well realized here. My big fat fingers aren’t in the way, which is crucial, since Flip Ship demands slipping through close gaps. This wouldn’t have worked as a twin-stick shooter, since you don’t actually do the shooting. Instead, that’s all automatic. You just put your ship where it needs to be, and robots or computers or whatever do the shooting for you. It’s dynamic, explosive, and sometimes spectacular, but it’s mostly focused.

There are three different ships with different speeds and shooting dynamics. For instance, the fast ship fires only at short range, but in a wide arc. The slow ship has a long narrow range. Each ship also has a special ability that gradually charges up as you play. Unfortunately, the nature of the gameplay seems to overly favor the fast ship with the widest firing arc. I don’t claim to be an expert, but I can’t seem to make any headway with either of the other two ships. Am I awful at Flip Ship — entirely possible — or are two of the three ships only marginally useful? The real answer is probably somewhere in between.

Since it’s a mostly simple mechanic, Flip Ship could have used more modes, or even some sort of meta game. Another very good tilt-based game, Tilt to Live, comes to mind for how it unlocks new power-ups as you earn achievements. But as near as I can tell, you’ll see all that Flip Ship has to offer after your first few play-throughs. All that’s left is deciding which ship you prefer and then plugging away at a high score. There’s that sense of focus again.

Also, kudos to the developers of Flip Ship for not succumbing to the obvious trend to micropayments. When you buy Flip Ship, you get a self-contained package where high scores are strictly and entirely a matter of how good, lucky, and persistent you are. Put away your nickels, because they aren’t any help here. Flip Ship is all about the choices you make.

4 stars
iOS

  • luke

    “Also, kudos to the developers of Flip Ship for not succumbing to the obvious trend to micropayments.”

    Agreed, but you better buy it now if you want to enjoy Flip Ship in its ideal form.  As iPhone developers will tell you, it’s never too late to patch in micropayments.

  • ByteSizeRick

    Ha, luke!  I suspect you are right in that regard, but I can promise that we at ByteSize Games (the makers of FlipShip) have no intention of adding any micropayments any time soon.

    Thanks for the review and coverage, Tom.  As an indie developer it can be tough getting attention in the giant pile of apps that are released every day.  It is much appreciated.

  • luke

    You are a blessed man, Rick.  Know that I followed my own advice before writing my previous post.  I’m glad my dollar is supporting a business model I want to stick around.

  • chequers

    Can you include easier to read information about what platform & price a game is released on? I find it too hard to discover this information in the current design!

  • http://twitter.com/deeksurly Deek Surly

    I just downloaded Flip Ship based on this review. There goes my afternoon.

    BTW, I love that QT3 is reviewing iOS games. Tom, I am not sure how I feel about this, but our tastes are very similar and you have steered me to games I would have otherwise passed over (e.g. Fear 3, Dead Island). I am pleased this is now your full time gig, and look forward to being part of the Quarter to Three community.

  • EthyleneOxide

    Tom!  Quit typing “multiplayer” when you mean “multiplier!”  You’re playing a single player game here!  :)

  • krayzkrok

    Thanks for the recommendation Tom, great game. Your high score will soon be toast (in fact, damnit, it would have been on that last game IF ONLY I’D FLIPPED!

    The only problem is, it’s barely playable on my 3GS. Suffers frequent, near-death slowdown which makes it tough to play, and the tilt is a bit jittery. But perhaps that’s because the 3GS doesn’t have a decent gyroscope (other tilt games suffer similarly).

  • ByteSizeRick

    Chequers, I can’t speak to Tom’s formatting, but I can tell you that FlipShip is a available for iPhone and IPad (universal) for $0.99. Thanks for checking it out.

  • ByteSizeRick

    Krazykrok,

    Sorry to hear that you are having some troubles with the game. We noted that it had some performance hitches in hardware less than the 4 (due to the game using absolutely tons of alpha layers) but decided not to self-limit the supported systems (to only the 4) because it still seemed fun while in testing. Glad to hear you are still enjoying it, and we’ll see if we can’t improve performance a bit in the future.

  • Anonymous

    Chequers, the platform is always listed right underneath the rating.  As for the prices, I won’t be listing that because a) it’s rarely a fixed value, and b) I honestly couldn’t care less.  

    I don’t mean to be flip (ha ha!), but I feel strongly that price has no place in a critical discussion of something.  We don’t talk about price when we talk critically about movies, books, or music.  For instance, I just re-read a Faulkner novel that I bought for $2.95 back in 1988.  It blew my mind.  Meanwhile, I couldn’t get through a $30 hardback Dan Simmons novel.  I quit reading half way through and couldn’t care less about what happened.  In neither instance was price even remotely a factor of how I felt about the books.  I watched with a friend a screener copy of Young Adult for free.  I didn’t care for it.  I paid twice to see Hanna when it was in theaters, and gladly bought the Blu Ray when it came out.  I’ve easily spent $50 on that movie and it was my favorite of last year.  In neither instance was price even remotely a factor for how I felt about the movies. 

    I feel the same way about games.  In addition to prices changing, I don’t really feel that price is pertinent in a review.

  • Anonymous

    Gah, it’s alarming the way my fingers gallop apace and suddenly I’ve written “multiplayer”.  Thanks for the copy edit, Mr. Oxide.

  • Anonymous

    I wondered about this.  I recently upgraded my ancient iPhone, so I’ve only played Flip Ship on the latest hardware.  Does Tilt to Live play nice with your gyroscope, krayzkrok?

  • krayzkrok

    I’m glad you didn’t limit the hardware required. I so very nearly beat someone’s score last night, someone who had the latest hardware, so I can’t be doing too badly. It may also partly be affected by iOS5 which doesn’t seem to like my phone too much (the whole system hitches far more than it used to despite me doing a clean install). But any further performance tweaks that you might do would be very welcome!

  • krayzkrok

    I couldn’t honestly remember Tom, so I just reinstalled it. Apart from beating your score on my first go, I’d have to say it’s more accurate than Flip Ship’s control. That’s probably not surprising because it has a different emphasis on squeezing through tiny gaps (hence the ship moves more slowly) although I can certainly see the ship jittering even if I hold the device flat. Having dropped the phone once or twice (ahem) I often wondered whether this could have damaged the tilt sensor. Some tilt games like Saucelifter are totally unplayable. Perhaps it’s time to finally upgrade…