The Blue Flamingo is a bit of an experimental game. Not gameplay-wise but in the way it was built. You see, the game was built entirely using handcrafted models. Effects, explosions and rocket flares were all made with firecrackers and other pyrotechnics and objects like cars are being pulled forward by strings with magnets. It’s really ambitious. But does ambition automatically produce a good game ?
At its core The Blue Flamingo is a shoot ‘em up, meaning you control an aircraft that you can move across the entire screen and by pressing (and holding) a button you’ll shoot bullets (or drop a bomb) while enemies keep approaching in waves. After a few levels the speed in which these waves approach will increase and things get more hectic. If you’ve ever played a shoot ‘em up before you’ll notice the game doesn’t really reinvent the genre. Except for one thing: scoring points.
By killing groups of enemies successfully you’re awarded a coin that you can pick up by moving your aircraft over it. These coins act as your score.
At the end of each level, of which there are just two (day and night), you get the opportunity for some target practicing. Targets will move across the screen in all kinds of directions and it’s your job to hit them all. I’m not sure what happens yet if you hit them all, but I’m sure it awards you extra points or maybe even a bomb. Let it be clear that there are no boss fights in this game.
After each level you can invest your collected coins to purchase upgrades (which will then lower your score with that same amount of money) or you can decide to continue without purchasing anything and then receive interest over it. So do you want to spend money on upgrades in the hope that you can earn it back or do you take the risk and hope that your current aircraft will do the trick as get you as far as you can. It can be a difficult choice, especially later on when levels get harder and harder.
Upgrades are limited to better guns and extra bombs by the way. So you can’t make your aircraft fly faster or give it extra armor.
It’s an interesting concept but there aren’t any real rewards. It’s just to get a better high score. And while this might be enough for some people for me it isn’t. If you introduce a risk & reward system I want the reward to something better than just a better score. Give people new skins, different aircrafts or different guns, things like that; something to play for and something that keeps people coming back. But then again, for a small game like this it’s understandable. I just don’t think people will play it for hours and hours, which is a shame considering the amount of effort was put into creating it.
I’m not going any further into the graphics, at least, not so much. Most of the things I wanted to say about it have already been said anyway. The game has a unique look, but because of the filming of the backgrounds things have become blurry, unfortunately. This was to be expected and I’m not blaming the developers here. It was an artistic choice and that should be respected.
Sounds are basic and the music doesn’t really fit the game as far as the atmosphere is concerned, but there’s nothing really wrong with it.
And the controls are smooth and navigating the screen works just fine without any problems. Collision detection is also good.
In the end Might & Delight managed to give us a cute little shoot ‘em up with The Blue Flamingo. It gives us a unique choice on managing our scores but ultimately falls short because it doesn’t really offer any replay value except for the fact that you can beat other people’s high scores (or your own) on the leaderboards. A bit more variety and content rarely ever hurt a game, but for this price we can’t really complain. Just don’t expect anything revolutionary here.
[Rating: 64/100]