Unihfy Games

Flickyard

Flickyard

ShootingAim TrainerFirst Person3DRobotsFPS TrainingSingle Player

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A 3D first-person aim trainer built for players who want to get better at shooting games, not just play one. You stand on a themed training range and shoot training robots, never people, with seven original hitscan guns, each with its own fire mode, recoil pattern and feel. Your mouse sensitivity is set in real centimetres per full turn, with your mouse DPI folded in, so a setting here carries over to any game that uses the same unit. Six ranges, from a dusk dockyard to an orbital station, hold 48 levels with star goals for kill speed, accuracy and headshot rate, clearing which unlocks the next gun. Endless mode lets you pick any drill and swap between your unlocked guns on the fly as the pace ramps up, Duel drops a robot that shoots back after a fair delay, and the Daily Warm-up gives you three short stages a day with a streak to keep. Every stat that matters, time-to-kill, accuracy, headshot percentage, first-bullet accuracy and reaction time, is tracked per drill and per gun.

Genre: Shooting

Difficulty: Starts simple with slow, forgiving drills and an easy pistol, then adds faster guns, tighter goals, harder ranges and robots that fire back

About Flickyard

Seven original guns

Every gun in Flickyard is an original design with its own name, model and feel; none of them borrows a real gun's name or shape. The Wasp is a fast light pistol with growing spread if you spam it. The Mallet is a slow hand cannon with a heavy kick, and one shot to the head is a kill at any range. The Kestrel is a heavy automatic rifle with a strong, learnable recoil pattern that one-shots a head at any range. The Hornet fires faster with easier recoil. The Buzzline is an SMG that stays accurate even while its spread builds, standing in for a gun you could fire on the move. The Tally fires in three-round bursts that reward a steady rhythm, and the Longreed is a scoped marksman rifle, slow but able to drop a body shot in one hit at the cost of a long reload.

Every gun also has its own sight to aim down with a right click or the SCOPE button: iron sights on the Wasp, a ghost ring on the Mallet, a red dot on the Buzzline, a holographic ring on the Hornet, a 2× prism on the Tally, a 3× combat scope with range marks on the Kestrel and a 6× sniper scope on the Longreed. Aiming down a sight zooms in a little, slows your aim to match and tightens the spread, and the Longreed is only truly accurate through its scope.

Every gun shares the same underlying system: a fire mode (semi-automatic, full-automatic or burst), a first shot that always lands exactly on the crosshair, a spread that grows the longer you hold the trigger and recovers once you let go, a fixed recoil pattern you can learn and counter (the kick stays where it puts your aim until you pull it back, just as you would in a real match), damage that falls off over distance, and head, body and leg damage multipliers. All hits are instant (hitscan), so what matters is where the crosshair was the instant you fired.

Six training ranges

The Dusk Dockyard is the starting range: low orange sun, wet floor reflections and cranes on the skyline. The Neon Rooftop moves training to night, lit by magenta and cyan signage with a skyline of lit windows behind it. The Desert Range is a sunlit stretch of sandstone and distant mesas. The Snow Hangar sits at blue hour with falling snow, warm lamps and mountain peaks through the open doors. The Jungle Courtyard is mossy stone ruins under sun shafts breaking through the trees, and the Orbital Station is a steel deck under the stars with a planet hanging in the sky.

Each range has its own lighting, fog, materials and far scenery, and in the Levels mode each range is its own eight-level stretch of the training complex with a tougher final level at the end.

Drills

Flick Range pops up one robot at a time from a pool and asks for a fast flick onto it before it drops again. Doorway Peek has robots slide out from behind cover and back, testing whether you can catch them in the open. Tracking Strafer is one robot moving steadily side to side that you have to track rather than flick onto. Spray Wall puts a target board in front of you with a ghost line showing exactly where your chosen gun's recoil pattern will carry your shots, so you can practise controlling it or firing through it on purpose. Tap-Tap locks you to the Wasp pistol and asks for a headshot on the beat of a steady rhythm. Duel is the odd one out: a single robot that raises its own weapon and fires back after a fair delay, testing your reaction time rather than your tracking.

Levels, Endless and the Daily Warm-up

Levels is a 48-level training complex across the six ranges, eight levels each. The Range Map shows the six ranges as buildings on a complex; picking one zooms into a trail of eight target-board stations. Each level's briefing shows its three goals and lets you pick a gun from the ones you have unlocked, and that gun is locked in for the level. Clearing a level unlocks the next one, clearing five levels in a range opens the next range, and your total cleared levels unlock guns one by one: the Mallet, Kestrel, Hornet, Buzzline, Tally and finally the Longreed.

Endless is for open practice: pick any drill and any range, start with any gun you have unlocked, and swap freely between your unlocked guns mid-run with the number keys, the mouse wheel or Q. A two-minute run keeps ramping up in difficulty the whole way, and your best run is kept for every drill-and-gun combination you try, shown as a small chart of your recent runs against your best. Turn on Infinite ammo on the Endless screen to practise without reloading; those runs are for practice and don't count towards your bests.

The Daily Warm-up gives everyone the same three short routines each day, picked from the date so they are the same for you and anyone else playing that day: a drill, a range and a gun, one stage after another with a short break between. Only a finished warm-up counts, and it keeps a streak of how many days in a row you have shown up.

Stats that actually track improvement

Flickyard keeps the numbers a serious aim trainer should. Time-to-kill measures how long it takes from your first hit on a robot to the kill. Accuracy and headshot percentage are tracked for the whole run and for every gun you used in it. First-bullet accuracy looks specifically at shots fired after a pause, which is usually the hardest shot to land cleanly. Duel adds a reaction time: how long between a robot appearing and your first hit on it. All of this is broken down by gun on the results screen, so you can see which gun you are actually shooting well with, not just how the run went overall.

Settings built for aim trainers

Sensitivity is set the way serious aim trainers expect: centimetres per 360° turn, with your mouse DPI entered alongside it, so the number you set here means the same thing it would in any other game using the same unit, and you can carry a setting you already know between them. Field of view is set in degrees, horizontal at a 16:9 aspect ratio, and the on-screen gun is drawn by its own fixed camera so changing FOV never stretches or shrinks it. The crosshair has its own style, colour and size, independent of everything else.

Training robots, not people

Every target in Flickyard is a robot: a head, body and legs built from plated armour, with a glowing visor that pops on a kill and a respawn pad that lights up when it comes back. There is no blood and nothing resembling a person anywhere in the game. A hit sparks blue off armour, orange off bare health and gold with a ring on a headshot, so you can read what you hit from across the range.

Sound

Every sound in Flickyard, from each gun's own shot and reload to hit cracks, armour clangs, kill chimes, menu clicks and a faint ambience under each range, is generated in code; nothing is a recorded sample. A Sound effects toggle in Settings turns it all off, and it follows the site's own mute as well.

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Unihfy Games

Flickyard is an original game created and published by Unihfy Games. We continue to improve it with new features, gameplay enhancements, and platform optimizations.

Designed and built in-house by Kaushik Hirpara at Unihfy Games. All code, art and sound are original.

Proprietary SoftwareAll game credits

How to Play

  • Pick a way to play from the home screen: Endless for a drill and range of your choice, Levels for the 48-level training complex, or Daily Warm-up for three short stages that change every day.
  • Aim at a robot and fire. Each one has 100 health and 50 armour, shown as armour plates that fall away once it is gone. A head shot does the most damage, a body shot is normal and a leg shot does the least, so the head is always the fastest kill.
  • In Levels, click Start to capture the mouse, then pick a gun from the ones you have unlocked at the briefing screen before the level begins; that gun is locked in until the level ends. In Endless and the Daily Warm-up you can swap between your unlocked guns at any time.
  • Watch your ammo and ignore nothing: every gun has its own magazine size, reload time, spread and recoil pattern, so the best choice depends on the drill and the range.
  • Clear goals to earn stars. A level's three goals cover clearing it, hitting an accuracy target and a third goal specific to the drill, such as a kill-speed or headshot target. Stars unlock the next level, open the next range once enough of the current one is cleared, and unlock new guns.

Gameplay Preview

Features

Seven original hitscan guns, each with its own fire mode, spread, learnable recoil pattern and feel
A sight on every gun, from iron sights and a red dot to a 6× sniper scope
Infinite ammo option for practice runs in Endless
Robots with head, body and leg hit zones, 100 health and 50 armour
Sensitivity set in centimetres per 360° with mouse DPI, the unit serious aim trainers use
Field of view and crosshair style, colour and size, all independently adjustable
Six themed training ranges, from a dusk dockyard to an orbital station
Six drills: Flick Range, Doorway Peek, Tracking Strafer, Spray Wall, Tap-Tap and Duel
48 levels across the six ranges with three star goals each, unlocking guns as you clear them
Endless mode with live gun swapping, a difficulty ramp and a personal-best chart per drill and gun
Daily Warm-up: three short stages from the date, with a streak for playing every day
Time-to-kill, accuracy, headshot percentage, first-bullet accuracy and Duel reaction time, tracked per gun
Duel drill: a robot that fires back after a fair delay, testing reaction rather than tracking
All sound generated in code, with its own on/off setting
Mouse and keyboard on desktop; drag to aim with on-screen fire, reload and scope buttons on phones
Training robots only: no people, no blood

FAQs

What is cm/360° and why does Flickyard use it?

It is the distance your mouse has to travel, in centimetres, for your view to turn exactly 360°. It depends on both your in-game sensitivity and your mouse's DPI, so Flickyard asks for both and shows you the number directly. It is the standard way serious aim trainers and competitive shooters describe sensitivity, so a setting you already know from another game will feel the same here, and a setting you find here will carry over.

Why do some hits do more damage than others?

Every robot has head, body and leg hit zones with different damage multipliers; the head always does the most and the legs the least. Damage also falls off a little over distance on most guns, so a gun that kills with one headshot up close may need two further out.

What's the difference between armour and health?

Armour is the 50 points a robot's plates protect, and it is stripped away first; the plates visibly fall off as it depletes. Health is the 100 points underneath. A shot still does its full damage either way, it just comes off armour before it starts coming off health.

Why is my gun locked in a level?

Levels ask you to pick one gun at the briefing screen and commit to it for that level, so your stats reflect practice with that specific gun rather than switching to whichever one is easiest mid-run. Endless and the Daily Warm-up don't have this restriction: you can swap unlocked guns freely during those.

How do I unlock the other guns?

By clearing levels. The Wasp is yours from the start; the Mallet, Kestrel, Hornet, Buzzline, Tally and Longreed unlock one by one as your total cleared levels go up, and a locked gun on the briefing screen shows how many cleared levels it needs.

What's the difference between Levels and Endless?

Levels is a fixed, ordered set of 48 challenges with star goals and a locked gun, built to teach you a range and a gun together. Endless is open practice: any drill, any range, any unlocked gun, swappable mid-run, with a two-minute ramping difficulty and a personal-best chart instead of stars.

What does the Duel drill do?

A single robot pops up, raises its own weapon and fires back after a short, fair delay that always gives you a chance to win the duel first. It measures your reaction time, from the moment it appears to your first hit, rather than your tracking or flicking.

What is the Daily Warm-up?

Three short 30-second stages, picked from today's date so everyone gets the same drill, range and gun on a given day. Only a finished warm-up is saved, and it builds a streak for playing on consecutive days.

Can I play Flickyard on my phone?

Yes. Drag anywhere on the range to aim, use the on-screen FIRE button to shoot, RELOAD to reload and SCOPE to raise or lower the sight. Tap the gun card at the bottom left to open the gun tray and pick another gun. The pause button is at the top left of the screen, and the game pauses by itself if you switch away from it.

How do I control recoil?

Each gun kicks your aim the same way every time, and the kick stays where it puts you until you move the mouse back, so pull down and against the sideways drift as you fire. The Spray Wall drill draws a ghost line of the gun's pattern on a target board so you can learn it. Let go of the trigger for a moment and the pattern starts again from the first shot.

Is my progress saved?

Yes. Your settings, chosen range, level stars and bests, Endless personal bests and Daily Warm-up history are all saved in this browser on Unihfy Games.

Who made Flickyard?

Flickyard was designed and built in-house at Unihfy Games by Kaushik Hirpara. Its code, guns, ranges and sound are all original, and every robot you shoot is a machine, never a person.

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