Flippin Kaktus is a brutal action-driven vendetta featuring a spiky hero with the thorny past and rage outbreaks combat style. When the vicious drug cartel raids his home, he breaks bad in a hardcore journey to save his foster family. Reveal the dark side of the wacky 80s punk and flip the switch to obliterate anyone in his path.
When you fight against the vicious raiders, the end justifies the extreme. Switch Kaktus into a rage mode with tequila and adrenaline-pumping substances to annihilate the thugs.
Strategize and challenge your reflexes: dodge bullets, equip various armor, set ambushes and make use of the interactive environment to sabotage the enemies. Forklift lowrider? It’s on!
Never get bored with endless tactical possibilities (and explosions)! Excel in action by mixing stealth and dexterity with rage-fueled killing sprees to dominate your enemies.
11 unique locations with memorable design and hand-crafted levels inspired by Latin-American aesthetics, classic retro games and critically acclaimed VHS action flicks.
Enjoy authentic rockin’ fusion with mariachi and synthwave, explore artist-taylored graphic novel and connect all the dots in this captivating desperado odyssey.
I’ve always wanted to make a game but I didn’t want to make it just for the sake of it. It needed to be something that comes from the heart, an expression of me as an author with all my quirks and special attention to detail. For example, the original "Flipping Cactus" is a joke image I made for fun. In it, a cactus plant (the stereotypical one with the "arms") has one thorn longer than others, which makes it look like it’s, well, flipping somebody off. Then, I got hit by this oxymoron-ish idea about a CACTUS drinking TEQUILA, and for whatever reason, it stuck with me long enough to get implemented into a game. Starting on this project was just a matter of me realizing I have all the resources to make it happen, and so when I did I got to work. There was a lot to learn because I had to do most of the stuff myself. Working on the small pieces and big features, sketching the art, producing the music, learning scripting and storytelling, and finally assembling it all together into its final shape was huge amounts of hard work but seeing the game progress and having that feeling of “it’s real, I made this” kept me going.
But why Kaktus? It’s not much of a story, at the time I was learning German, and "Kaktus" is the German word for "cactus".
To say that I had a full picture of how “Flippin Kaktus” is going to look like when I started, would be a huge exaggeration. In the beginning, it was just a bunch of ideas and gimmicks that I thought would make for a cool game, swirling around in my head, some of them half-formed, subconscious. My inspirations though? There were many. Some, like Robocop and Scarface, were more direct, others like Breaking Bad, Half-Life, or For Whom The Bell Tolls (the book, not the song), less so. In retrospect, I can say that the styles of Tarantino, Guy Ritchie, and Matthew Vaughn movies had a lot of influence on the style of the game. Honestly, it’s impossible to name all of the inspirations that culminated in Flippin Kaktus, so I should just stop trying.
Pixel-art is my weapon of choice. I just love this style, there’s some kind of a nostalgic, heartfelt feeling you get when you look at certain types of graphics. Or maybe that’s just me, who knows. The choice was definitely influenced by my gaming history. If you remember games like Larry, Gobliiins, Dangerous Dave, etc. then you’ll know where I got it from. Damnit, I’m listing my inspirations again.
Flippin Kaktus would be a very different game if I picked any other style. All parts of the game work together and influence each other, “it’s all connected”, as they say. It also goes without saying that if I picked a different art style, it would take me years to learn it to a degree where I could put my own assets in the game without feeling ashamed.
Well, that’s it, thank you guys for reading. If you have any questions, comments, or nice words, please leave a comment below. If you haven’t already, check out the demo! I’d also appreciate any feedback you’ll leave after playing. Anyway, don’t wanna hold you here forever.
So long, friends!
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