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rated 3.97 / 5 stars
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Credits & Info

Mar 1, 2010 | 2:05 AM EST

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  • flixel
    flixel A collection of games made with the flixel framework!

Author Comments

Explore an infinite dream world. Survive an endless nightmare. How far can you fly?


Fly to the right!

Tap the arrow keys to flap your wings. Hold the right arrow to drill through walls.

Everything that moves will try to kill you. Try not to let that happen.


Flydrill is a game I first played in a dream, in October of 2008. When I woke up, I vowed to turn my dream into a real game. Now, after more than a year, it is finished. I hope you have as much fun playing it as I have.

I did all the design, programming, graphics, and sound effects for this game. But I couldn't have done it without some awesome free tools - Flixel, FlashDevelop, Paint.NET, and sfxr. Many thanks to the creators of those free tools!

Newgrounds' very own SineRider wrote the music for this game. Over the past year, this song is what has kept me in touch with the memory of my dream. Many of the details you may notice in this game were first imagined while listening to this song, eyes closed. Thank you, SineRider.

I hope you enjoy the game. If it proves popular enough, I have several more features I'd like to add, including replay sharing and a deeper story to explore for those who are so inclined.

I'm looking forward to reading your reviews! :)


Now you drill in all four directions!



Rated 5 / 5 stars

Good game

What an interesting game, it's so unique! I've never seen anything quite like it. It's definitely my kind of game - right up there with Canabalt.

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Rated 5 / 5 stars

One word to describe this game


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Rated 4.5 / 5 stars

one thing

you should provide the player with a way to protect itself against the enemy


Rated 4.5 / 5 stars


Very interesting concept, some minor flaws (I can hardly tell what anything is), but overall pretty fun.

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Rated 4 / 5 stars

Polished gameplay and interesting universe

This game instantly caught my attention when I played it.
The graphics are great; the detailed pixel "fauna" of the world are curious and mysterious at the same time and they fit the game world like bees in a beehive.
The character design is also great. The flydrill looks like a protagonist from the arcade classics, still it's fluttering and gliding animations are silk-smooth and it really feels alive not having any of the awkward, stiff clumsiness often related to retro games.
The enemies are also interesting and well-balanced. There's the tiny swarm flying around like debris, the puffers exploding into a cloud of pixels on proximity, the gunners relentlessly firing after you and the diggers crushing though the barcode pixels that build the environment. While they're all potentially lethal they've also all got weaknesses: the swarm are easily dodged, the puffers are stationary once exploded, the gunners can't fire through walls and while facing a digger in a tight spot can be very dangerous it might just also dig a safe path for you through a long area of blocks.
The world itself is also interesting, occasionally shifting between open fields where gunners can easily snipe you down to very closed areas where being able to dig fast and dodge enemies in small areas is key to survival.
Then there's power-ups. Territory changes clears the screen of enemies and increases the frequency of a certain enemy and halos make you invincible for a short period of time, unless you're lucky enough to get the triple halo which lasts longer than the regular ones.
It all comes together to form an interesting gameplay experience.
The controls are also perfect and make pixel-perfect navigation possible even at high speed.
The soundtrack and sound effects of the game is also of high quality. If the game gets updated a bit more music would be fine, but all the current sound effects are perfect.

Still I see enormous potential for this game and lots of room for improvement.
New enemies that could build up the ecosystem would be interesting: perhaps dangerous predators that quickly and intelligently chase the player but are very rare and might target other enemies instead if the player lures it to them, slow and near-stationary enemies with thin tentacles that reach out for swarmers, spiders crawling along the edges of environmental blocks spinning webs that they move faster in and other fauna moves slower in and so on.
The game world could also see a lot of improvement. Right now it's only blocks in different quantities, really. If there were blocks of different sizes (I would prefer it if all blocks were slightly smaller actually, but still perhaps often clumped together into larger boxes), that were easier or harder to dig through, different patterns and the different territories actually looking and playing differently that would really make the game a ton more interesting. Really, right now the game world is quite repetitive.
One more thing that bothers me about the game world is only being able to dig to the right.
As you suggested yourself it would also be very cool to have baby-flydrills captive every now and then, that could be freed for special advantages. Perhaps having many flydrills following you could make you go faster, or possibly act as extra lives once your main flydrill dies making the game about the success of your entire family, not just your individual flydrill.
Some sort of alternative scoring mode would also be interesting, eating pills and destroying enemies while halo-boosted or something that perhaps makes the game not purely about how far you make it.

This game will get a high score from me, but not any of the highest ratings until it's updated with more content and even more graphical and gameplay polish.

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axcho responds:

Wow, you really understood what is good about the game - and how it could be improved. And you have communicating it really thoroughly. Thank you so much. Best review I've ever received. :)

Those are some cool ideas for enemies, and you've got a good point about the environment being repetitive. I think the game could be more interesting with varied worlds, and I'd like to try that if I ever make a sequel.

Right now I'm working on the baby fliers, which I think will increase the depth of gameplay a lot. That's what I'm trying first, anyway. When I've updated the game with these changes, I'll let you know. Thanks again for the thoughtful review! :D