Developer: Valkeala Software
At a glance
21 Steam reviews rate it “Mixed” (67% positive). Released on November 23, 2021 by Valkeala Software. Current price: $4.99.
Description
STORY:
Join Franka in Flannel Amethyst; a 3D platformer game featuring ten different levels and 2 different chasing enemies.
Explore 10 different levels with varying missions such as collecting all gems or killing all enemies.
Double jump and airdash your way through various levels and use your burst to reach greater heights. Finish missions to collect Steam achievements.
FEATURES:
- 10 different levels- Varying objectives; platforming, fighting, or collecting gems
- 2 different enemies. Kill them with club
- Double Jumping and Airdashing
- A Roll with invulnerability
- A Burst mechanic that restores your Airdash and Double Jump
- Gems that fill the Action Gauge
- Steam achievements
Supported languages: english
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Description and screenshots are provided by the publisher via the Steam Store page.
System Requirements
Windows
- Requires a 64-bit processor and operating system
- OS *: windows 7 sp1
- Processor: Intel Core i5 @ 2.0 GHz
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 750 Ti / Radeon HD 7950
- DirectX: Version 11
- Storage: 350 MB available space
- Sound Card: Direct x11
- Requires a 64-bit processor and operating system
- OS: windows 10
- Processor: Intel Core i5-3470 or AMD Ryzen 3 1200
- Memory: 8 GB RAM
- Graphics: GeForce GTX 960 or Radeon R9 280X
- DirectX: Version 11
- Storage: 350 MB available space
- Sound Card: Direct x11
Mac
Linux
User Reviews
Flannel Amethyst is a modest 3D action-platforming adventure that combines exploration, combat, collectible hunting, and movement-based challenges into a compact single-player experience. Developed by Valkeala Software and published by Tero Lunkka and Valkeala Software, the game follows Franka, a female protagonist who must navigate ten distinct levels while completing objectives and overcoming hostile creatures. Rather than emphasizing elaborate storytelling or complicated progression systems, it focuses on straightforward platforming mechanics and accessible action. Its combination of double jumping, aerial dashing, and resource-dependent movement provides an interesting foundation, although its limited content and relatively simple design prevent it from reaching the sophistication of more ambitious platformers.
The gameplay revolves around completing different missions across ten stages, with objectives ranging from collecting gems to eliminating enemies. This variation gives players several reasons to explore their surroundings rather than simply rushing toward the end of each level. Some challenges emphasize movement and navigation, while others encourage direct confrontation. The structure is easy to understand, making the experience approachable for casual players. However, the relatively small selection of environments and mission types may eventually create a sense of repetition, particularly for players accustomed to platformers with extensive exploration, secrets, and evolving gameplay mechanics.
One of the game's more interesting features is its movement system. Franka can perform double jumps and aerial dashes, allowing players to cross gaps, reach elevated platforms, and maneuver through challenging terrain. The burst ability adds another dimension by restoring both movement options, potentially enabling longer aerial sequences and more creative navigation. This mechanic introduces an element of resource management that distinguishes the experience from conventional jumping challenges. Successfully combining these abilities could provide satisfying moments of momentum and precision, although their effectiveness ultimately depends on responsive controls and thoughtful level design.
Collectible gems serve an additional mechanical purpose beyond fulfilling mission objectives. They replenish the Action Gauge, connecting exploration directly to the character's available abilities. This encourages players to collect resources while navigating environments instead of treating collectibles as entirely optional distractions. The relationship between movement abilities and resource collection creates opportunities for interesting gameplay decisions, especially when players must determine how to approach difficult sections. Nevertheless, the relatively straightforward mission structure suggests that these systems are designed for accessibility rather than demanding strategic complexity.
Combat provides another component of the experience, although its scope is noticeably limited. Franka uses a club to defeat enemies, with two enemy types featured throughout the adventure. Players can also perform a defensive roll that grants temporary invulnerability, offering a way to avoid incoming attacks. This introduces basic timing and positioning considerations during encounters. Unfortunately, having only two enemy varieties restricts the potential for meaningful combat diversity. Without a broader selection of opponents, attack patterns, or combat abilities, confrontations risk becoming predictable after repeated encounters.
Visually, Flannel Amethyst adopts a colorful 3D presentation with anime-inspired character styling and fantasy-oriented environments. Its aesthetic appears intended to provide a lighthearted adventure rather than a realistic or particularly atmospheric experience. The character design includes revealing clothing, and the store description acknowledges minor nudity. This visual approach may appeal to players who enjoy stylized indie games, although it does not fundamentally influence the platforming mechanics. The game's modest presentation is consistent with its small-scale ambitions, prioritizing recognizable environments and straightforward action over elaborate visual storytelling.
The narrative is minimal, with Franka's journey serving primarily as a framework for the gameplay. Players seeking extensive dialogue, character development, or an emotionally engaging storyline will likely find little to satisfy those expectations. Instead, the emphasis remains on completing objectives and progressing through the available stages. This simplicity can be beneficial for players who prefer immediate gameplay without lengthy introductions, but it also limits the adventure's ability to establish a memorable identity beyond its mechanics.
Replayability is supported by ten Steam achievements associated with completing missions and progressing through the game. Achievement hunters may appreciate having additional objectives to pursue, particularly if they enjoy finishing smaller games. However, the limited number of stages, enemies, and mission variations suggests that long-term replay value may be modest. Once players have completed the available objectives, there appears to be relatively little additional content to encourage repeated playthroughs.
Regarding Steam Deck compatibility, Flannel Amethyst does not have a confirmed official Steam Deck Verified or Playable classification in the available information. Its listed system requirements are relatively modest, including 4 GB of minimum RAM and a DirectX 11-compatible graphics card. While these specifications suggest that the hardware demands should not be especially high, performance and compatibility on Steam Deck cannot be guaranteed. The Windows-focused version may require Proton, and controller functionality, interface readability, and overall stability remain unverified. Players intending to experience the game on Valve's handheld should therefore consider its compatibility uncertain until reliable testing becomes available.
Overall, Flannel Amethyst offers a straightforward indie platforming experience with a few appealing mechanical ideas, particularly its combination of aerial movement, burst restoration, and collectible-driven resource management. Its accessibility and compact structure make it potentially suitable for players seeking a simple adventure without a substantial time commitment. However, limited enemy diversity, minimal storytelling, and a relatively small amount of content restrict its broader appeal. It is best approached as a lightweight platforming diversion rather than a fully developed action-adventure experience.
A modest but potentially entertaining 3D platformer with interesting movement mechanics and accessible objectives, held back by limited variety, shallow combat, and restricted replayability.
Rating: 6/10
I was genuinely surprised at how much fun this game was to play. It enticed me to complete all ten levels in one sitting, which only took about an hour.
Firstly this is my first negative review.
THE BAD:
This game was very close to being good, however it falls short due to it lacking a lot of polishing. I spent the first 10 minutes wondering why the game was so hard, then after looking up some videos on the game, I realized that there is entire recharge mechanic that I was missing which would make the entire game a lot easier. Now after understanding this mechanic, the game becomes a lot easier, but it does bug me that this mechanic isn't explained or mentioned in any way inside the game. The game also has levels that contain "combat". Now I find that the combat in all of the levels, consist of hitting each enemy once until they are all dead. That is it. There is no other enemy, or mechanic that makes combat any interesting. Even though this is the case, the game still has three levels where the main goal is too kill all the enemies. Each one of these combat levels is bland and repetitive. Lastly I feel that the game is too short, and while I do get that it is a $2 game, I find other games that are $2 and even some of the free ones to have a bit more.
THE GOOD:
Assuming you already understand how to use the recharge mechanic mentioned prior, the platforming is unique and fun to play. I don't use controller, but I did notice that it supports it. The look and feel of the game is very nice. Most of the game takes place in a spacious green open-world with the exception of two levels, where it instead takes place in a small city. The levels are just short enough as to not make you frustrated when you die and get sent back to the start. The layout of the levels are nice and easy, and you won't get lost while trying to find the end.
CONCLUSION:
As you can already tell, I decided to go with a negative review because I feel the bad outweighs the good. While it certainly looks nice, it is far too short of a game and needs a bit more work done. I do believe this game can be fixed, so if it is updated I will edit this review. I don't actually know if you can edit reviews, but if you can't i'll delete it. If you are still eyeing it despite my review, I would recommend trying to beat it in under 2 hours so that you can refund it once you beat it.
I had so much fun, thanks for the Game
I'm not sure what I expected
Additional Information
| Developer | Valkeala Software |
| Platforms | Windows |
| Age rating | None |
| Release date | November 23, 2021 |
| User reviews | 67% positive (21) |