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.
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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 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.