heck yeah this is sick
Norishiopan
Creator of
Recent community posts
This has gotta be one of my favourite entries of the clicker jam! The sound feels industrial and ominous like I imagine being alone in space would be. The various stats and graphics all shown at once on various screens was also very thematic. The balance and pace of the game also made it much more digestible than regular clicker games, which I appreciated. :)
The full release of Foul can be found here! https://charitou.itch.io/foulpartone
V0.2.0 patch notes
I don't intend to patch this game often. This is a small patch of mostly QoL improvements, which I wanted to share early. The next time I update this game, I intend for it to include the full narrative.
Targeting improvements
- The crosshair doesn't get temporarily stuck in the wrong state anymore
- Hitboxes on NPCs have been adjusted to be a little easier to select
Inventory bug fix
- Empty inventory slots can no longer be selected
Narrative
- NPCs can now respond to your actions in ways beyond just text
- More failure dialogue added for when you use the wrong item on an object, you silly goose
Pause screen
- You can now pause with Esc/P and quit the game via this screen
Crouching
- You can now crouch with Ctrl/C! Your face can be that much closer to the ground now
Art
- Materials and lighting have been adjusted throughout
I've played a bit of Elite Dangerous and there's always a certain charm to the feeling of being utterly lost in space. I really enjoyed this game for that same sensation. Fighting enemies is neat, but I just like hurtling through the vastness of space in the little shuttle. Really well-executed game and great use of the 64x64 limitation!
Absolutely golden satire, right through to the end. I loved your writing! The gameplay is like the Overcooked formula, but it made me more stressed and made me angrier against our capitalist overlords for imposing such conditions on us. I will admit that halfway through the story, I had enough of trying to stay on top of orders and went on a full murder spree to the end. Salads just crossed a line for me.
Checked out this game after your LowRezJam entry. I'm a big fan of runner games and this game was a delightful challenge! Movement controls feel really on point, but I did find I needed to be sprinting 90%+ of the time in order to stay ahead of the red wall of doom. My version of the game had no audio sadly, so I can't comment on that, but I was really excited to hear what the game would sound like to pair with the cyber vibes. Also, I really liked how the levels included moments where I'd have to move parallel or near-parallel to the red wall, it helped to remind me of the stakes and my imminent death.
Straight up cool af game
This is a greatly use of the 64x64 limitations. The camera movement feels a bit jittery, but I weirdly like it, makes it feel more like a shaky, adrenaline-pumped rampage. The health bar moving based on camera location is a really neat idea that I've not seen before. Also big ups to your partner on the music, I loved it.
Thanks for the feedback, clarity is something I will be aiming to improve on. One thing will be, as another player suggested, a crouch button that will help with finding the smaller, low-down objects, like the rat you need to use the rock on. The gameplay was inspired by old school escape room games and the narrative/aesthic was inspired by a mix of things, like Return of the Obra Dinn and Thief.
Glad you liked the concept and thanks again for the feedback! :)
I really, really liked this. The aesthetic was a delight and I enjoyed exploring the dungeon. I found all 3 secret rooms, but with only a slither of health and some enemies left in the final room, I didn't dare attempt the secret ending! Combat was interesting, but I struggled in rooms with more than 1 enemy, so my only criticism would be more agency in combat. Overall I really enjoyed this and would happily play some more. :)
V1.1 Patch Notes:
The tower now has collision in all levels
The player can no longer pause and unpause the game while in a fail/retry state
Sam's Discord credits now include his ID number
Cutscenes are now stored locally and should play correctly when triggered
Access to debug tools should no longer be available to players