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The full release of Foul can be found here! https://charitou.itch.io/foulpartone

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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 really like the aesthetics and narrative, really makes the game distinct compared to other games with the theme of “escaping” and “trap”. The Issue I have during my playthrough is the environment because it’s quite hard to spot items to progress the game since everything looks pixelated. It would be nice to have a colour highlights or icon that tells the player what they’re aiming at to interact. Visual communication is quite crucial for games especially in visual-novel, adventure games. The writing is awesome as well. Overall great work, made in 2 weeks this game definitely has potential – the writing, the aesthetics and gameplay are nicely done but it could have felt better if: 

 -The items/interactive objects were easier to see in this pixelated environment.

 - More Items to use to interact with the environment (instead of one by one: linear). Giving the player more options, of which objects they want to interact first with the tools they have.