Two pirates become sliding pieces in Flick Shot Rogues, a turn-based dungeon crawler about collisions. Aim a character across the board and the angle decides who gets hit, where you stop, and which enemies can reach you next.
A shot takes thought. Drag to line it up, adjust the power, then commit when the position looks right. Different characters reward different landings: a collision attacker wants several bounces, while a nearby attacker needs to finish beside its target. Defeating marked commanders clears their allies, but upgrades can make an indirect attack worthwhile. Fire spreads through contact, for example, so knocking burning enemies together can start a chain reaction.




Pocket Gamer found that separate aiming and firing made careful adjustments feel useful instead of interrupting the action. I like having room to reconsider a shot. Noodlecake's description also makes the run structure clear; death reshuffles the island's enemies and rewards for another attempt.
The busy board deserves a caveat. An October App Store reviewer found overlapping targeting markers and rapid action hard to follow at times. A September player reported lost profile levels; the later October update lists general fixes without identifying that issue, so I can't call it resolved.
For me, the draw is deciding where to stop as carefully as what to hit. That suits players who like planning a turn before committing to it.