Flik is an exciting, fast-paced puzzle game. Your goal is to destroy all the targets on each level by using different projectiles.
These instructions refer to version 1.0.2.
When you start Flik you will be shown the Title screen.
Note that the Practice mode.button will only show up if you have a game in progress. If you exit the game (for example, to answer a phone call), your current game is automatically saved so that you can return to it later. However, this feature is not available in
Flik supports two different game modes: Game and Practice. In Game mode, you progress through the levels sequentially, trying for a high score. In Practice mode, you can select the level you wish to practice and play it repeatedly.
To start Game mode, select the button. This takes you to the level select screen where you can choose the difficulty of the level you wish to start.
To start Practice mode, select the button. This takes you to the level select screen where you first choose the difficulty of the level and then you choose a specific level by name. Once you are playing a level, you will repeatedly play that level until you return to the title screen by pressing the button on the lower right. You can also hit the button to skip to the next level without returning to the title screen.
Note that in Practice mode, no high-score is kept and your level score is reset to zero every time.
Note that the bottom right button takes you back to the Title screen.
If you are in Practice mode, the top status bar looks slightly different since it does not display the high score. It allows you to skip to the next level by hitting the button.
While in Game mode, you will be given at least one life to start depending on the level difficulty. If you have more than 1 life, these are shown as green dots in the bottom right of the Launch Area.
There are four different types of projectiles, each with their own unique ability.
In addition to the target, there are four different types of blocks.
When destroyed a block can drop extra ammo or extra time. The extra ammo drops are represented by an image of the corresponding projectile. The extra time drops are represented by a single , double , or triple clock image. These add +5, +10, and +15 seconds, respectively.