
A bitter RPG where every enemy has their own unique minigame, and where there are two sides to every soul: Main and Invert!
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Languages: English**languages with full audio support
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Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Okay. I try to write this review as fair as possible. And I am not trying to compare it, tho. I try to take the game as itself, without measurement except what it offered to me. Here is my take: It has a promising beginning. I felt that I will delve into this mystery of "the game itself" and why it got there in the first place. Sure, it felt silly, but I had this feeling that the game will strongly hint at their "serious" moments with me and it was true! While playing "Furquest" and meeting all those characters and facets, I felt there was a somewhat dense lore to be revealed. [spoiler] For example when the very nice introduction of Red and Red´s friends happened to explain their synergy and what Red experienced that was nice![/spoiler] I like the synergy that the game was trying to craft between the protagonist and the core message about friendship and hardships and overcoming those. Also, I enjoyed the NPC dialogs, which had a lot of passion and thought in them. I feel this game because I know many friends who had similar issues and hardships. I could resonate with all those NPCs, sharing their stories and hardships. I talked to all of them that I could see. Also, the random "check my environment" dialogue was funny and thoughtful. I found myself checking the same spot for minutes just to read all those dialogues the game can generate for you. But then, when I noticed I get to the climax of the story. Everything accelerated all of a sudden and I felt - as the player - not involved anymore. Everything felt so quick, so unexpected. I was thinking that there will be "more" to the lore of this world, more about the game itself. I was not believing it that "Furquest" got already to its conclusion. I understand that the game might do that to craft a plot open for debate, so players can make up their interpretations and versions. But "Furquest" did not reach out to me and gave me that feeling. I had this feeling of witnessing a potential and strong story, but not delivering it at the end. I feel I missed the crucial elements of the story. I feel not connected with the protagonists. [spoiler] Like at the end WHY do non of my friends speak up to me? Why does nobody try to talk with me, or share their opinion!? Does my opinion no matter to them? Do they not want to speak up? Why are my friends are not taking into consideration? And since at the end, it is revealed that the protagonist remained completely silent on purpose - It felt off... And nobody reacted to that except Red. I mean... Really? :/ [/spoiler] I WILL talk with my friend about the game and exchange some opinions and maybe think about replaying it, but I need to say - The game has story potential, sweet visuals, and a nice soundtrack and I can FEEL the passion, I FEEL the dedication and the message, but the way how it presents the story and left me hanging with so many questions... [spoiler] I wish I connected with Red on an empathic level more, but it just... did not work. I felt empty. Empty, but not in "a good way".[/spoiler] For now (08.2023) I would not recommend this game. I will come back soon and might change my review. I am very happy for you - Alex - that you could make this game and so many people supported you archiving your dreams. I really do.
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Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I stopped playing at the sliding box puzzle section, which is the point where I realised I really wasn't engaged with this game at all. The opening (as in, the first few minutes) implies some sort of darker metanarrative undercurrent, but the next two hours were, frankly, just a lot of filler and middling microgames. The music is pretty good. The art is nice. The writing? You already know if you love it or hate it, it's in that particular style of random quirky referential humour with the occasional mention of anxiety or depression or other dark topic thrown in to juxtapose with the everything else. It didn't particularly work for me, mostly because the game's narrative feels aimless and lacking in direction, a big string of rooms connected with gags and one-bit characters who almost never have anything relevant to say. You do, technically, have a clearly defined goal from very early on, but it feels mostly like an excuse for the plot to progress. This is the bad guy and his posse. You see them be bad guys for a minute or so. You decide you have to save the bad guy by finding his three estranged friends and making him good again. Now off you go to various themed worlds populated by extras who never have anything to say about the plot or the bad guy or the people you're trying to find. Score 50 points in this guy's minigame. Score 30 points in that guy's minigame. Do a side quest for the other guy (play their minigame). Flip some switches. Listen to these guys' anti-humour stand-up routine. Sometimes your companions will chime in with a pun or remark on their anxiety. And so on and so forth. A lot of reviewers compare the game to Undertale, and I can see where they're coming from. But, if you look at the optional dialogue in Undertale or Deltarune, you'll see that a lot of it is actually relevant to the world, its characters, and what you're doing in it, even when the dialogue is setting up a joke. In Furquest, almost every dialogue is utterly irrelevant. It's all gags and jokes and bits and quips and references and fourth wall breaks, but they're so relentless that, for me, it quickly started to grate. It's not my style of comedy either, which I'm sure didn't help. The microgames are hit or miss. It was the part of the game I was most excited for, thinking they could offer a lot more variety than The Other Game's samey bullet hell style encounters, and, well, not really? You don't actually encounter enemies that often, so you don't get the hectic microgame treadmill of Warioware. Some of the games (like picking out the right frog) are so short that you'll spend more time entering and leaving combat than actually playing the minigame, while others (like the moon jump) are simultaneously trivially easy and a bit too long. It just didn't strike the right balance for me. Most of the microgames were very easy (except for the vaccum game, which I found absolutely impossible), but the rate at which you're playing them is so slow and the punishment for losing is so inconsequential that it takes all the stakes out of the enemy encounters. Going back to Undertale again, in that game losing an encounter means a game over and going back to the last save point. In Furquest, you lose about as much currency as you would have gained if you won, and then continuing on your merry way. Maybe the game gets good later. Maybe it all comes together near the end, and I was just too impatient to see it. I was forcing myself to keep playing hoping the game would finally get me hooked, but my burning hate for sliding box puzzles filtered me and prompted me to write this dumb essay instead. Maybe sliding box puzzle enjoyers will have a better time and hit the gold vein the other reviewers enjoyed so much. I don't have the motivation to find out.
This game is amazingly charming and cute. It's an awesome experience and you can feel Bitter's passion and skill as a developer from the very first moments with this game. It feels fresh, clean, and nice to control - the art is beautiful, and it's all around just a super well done product. Congratulations to you my man, what an awesome game! I strongly recommend this to anyone who's a fan of RPG's looking for a new experience.
Steam sucks and deleted my review as I vacillated on how to mark it. I'll write a short version but I'll expand on any of it on request. Lovely soundtrack, good spritework, decent gags, and mostly-good [but irregular] minigames But ultimately I need to mark this as "not recommended" because the demo had the promise of something many times more interesting than the final product. The opening bit of the game sets up so much, from the meta-narrative to the player's shadow to the pasts of various characters, but it delivers astonishingly little. It's one of those things where you wait for hours for the other shoe to drop before realizing it just kind of won't. Yes, some things are implied or even "revealed" by the end, but ultimately the game is spent not developing on most of those themes or even the main narrative, but just a bunch of chores and (admittedly alright) gags. It's so disappointing, it's like the dev just didn't know what to do and made a game of filler so as not to run afoul of the expectations of their backers in terms of the release date or game length or whatever. So the final product ends up being a gutted, spineless, declawed Omori, and I never expected it to be on par with Omori, but I thought it would at least be about the things it shows the player in the first hour or so instead of basically telling them to go fetch. Basically the only respect in which the whole game is pretty much on-par with the demo is the music, which again I do like, but that can hardly carry the game (and honestly even then the tracks can be a little sparse of content to the point of feeling like 8-second loops, though it's a good 8 seconds). Anyway, I'll still be looking forward to the next game this dev publishes, and I'll probably write a whiny review of that one, too.
This game was genuinely beautiful to me and spoke to me in ways i cannot describe. for having such a simple premise and good characters this game blew my expectations out of the water. this was truly an emotional journey and for what its worth a wonderful show of the trauma of mental health issues and the trials of love and friendship. the second i finished this game i realized how perfect it was and i cannot recommend it enough, if you are thinking of buying this game i highly recommend you do it is worth the 15$ and will leave an everlasting impression on you of your view of socialization and friendship. i think this creator deserves even more than they've been given credit for. this is by far one of my all time favorite games and i couldn't have enjoyed it more, its a beautiful game that deserves its attention. so i really suggest you support the creator and enjoy this amazing 9 hour journey that left me utterly speechless by the end.
Furquest is the following: -charming -wholesome -HILARIOUS -SILLY -hella creative The game is filled with: -whimsical characters -fantastic environments -puntastic quotes -dad-jokes everywhere -wildly funny writing -gorgeous sprites! AND is simply overall a delightful ride! Its very apparent its inspiration drawn from Warioware and Undertale, but I'd like to say it holds its own! This game is a delight and it was an honour to be part of the Kickstarter! My only qualm is some minigames have a higher error/difficulty rate than others and those can be TRICKY BUSINESS! Not impossible, but definitely frustrating to redo. The game however doesn't force you to do everything one way and gives you options to avoid, alter, or change your path should you wish. So this minor thing aside. This game is definitely worthwhile! I laughed 90% of the time. The other 10% was me going AWWW or going GRR at minigames. HAHA! A truly UN-FUR-GETTABLE game! <3
It sucks to be negative and ruin the vibe, but honest thoughts have to be honest; Short summation: Boring, bland, derivative. It's like Undertale and Steven Universe if both were really ♥♥♥♥ and tried too hard to be funny. Meandering exploration with a severe reliance on "hub and spoke" level design that constantly asks you to do "X amount of thing" like it's an MMO. Non-story hub areas padded with minigames and insufferable smug characters that mock you for playing the game, just rancid. Story is virtually nothing and makes no sense, the twists and turns are asspulls and killed any sort of investment I could've had in the story. Soundtrack is abysmally mediocre and I can only liken it to MKUltra sound torture. People paid money for this? This is some free ♥♥♥♥ you'd find on Newgrounds! IT'S FREEE!!!!
I downloaded the demo of this game on GameJolt thinking it would be a gay furry game, but to my surprise it was actually awesome. I loved the concept of an RPG that has Wario ware type minigames instead of an RPG system. The story is remarkable, and the characters are also fantastic. I just wish the game was longer, but I say that about a lot of things.
This game may not be the most perfect game I've ever played, but it sure was one of the most charming! The characters are incredibly lovable, the humor never missed a beat, and I won't spoil the ending, but it sure as hell made me cry and really hit close to home. I am a bit biased as I was one of the backers who had their character in the game, but I can't tell you how cool it was to see my character in a video game! It really made the experience even more enjoyable, and bitter was so communicative through the entire process of development. The only gripes I really had with this game was the lack of an auto-save (which is really not that much to worry about) and some of the minigames were pretty challenging to figure out or even get through. If there was just a little more balance in the minigames, I think it would've been absolutely perfect! I really enjoy the art style of this game as well, especially with the use of multiple mediums and lots of references. It was all in all a very charming experience! 10/10, would play again!
I spent 80 cents on this game and that feels like a scam. This is just like a demonic trap to waste all of your time and get 0 enjoyment out of it. It's just meandering nonsense and endless fetch quests and brainless "puzzles" that serve no purpose other than to make the game last longer. Everything in this game makes it feel like it was specifically made to waste your time, like they're trying to stretch it so you can't refund it. Genuinely see no reason to buy this game </3 Editing this review after finishing the game (was about three quarters of the way through when I wrote the rest): That ending was abysmal. It isn't even like a trudge through a lot of padding for a satisfying conclusion. Basically every single concept introduced in the game just goes nowhere due to the nature of the game's nature when taking into account the ending. This game was like an overall unpleasant experience crescendoing in an extremely unsatisfying end.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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