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2 of 2 people found the following review helpful:
Dreaming in color -- well, only 2 at a time, November 10, 2021
by Andrew Schultz (Chicago)
Related reviews: EctoComp 2021, EctoComp

From the screenshots, FoK seemed like this was one of those RPGs you could just lawnmower through. Which was a change of pace. And indeed, lawnmowering through gets you to an ending quickly enough. You start as an egg, and you become more fully developed into a Kabu (nightmare creature,) you learn (or think you learn) about your world. But there isn't anything like stats or inventory or combat. You simply have a few screens--some with areas you can't get to right away--and NPCs to interact with. There's a mole, and there's a child killing ants, and there are even other Kabu, who don't seem to like you.

And with all this is a small story with several different possibilities. You can go full nightmare, where you wind up killing an entire city in a surprisingly quiet manner, or you can try to learn what is happening and why you are who you are. I wasn't able to get a happy ending, though I think there must be one. I also originally assumed you couldn't get to a small spring. So I had a story in my mind about how your life is really depressing and there is no way out, until I managed to make my way to the spring. Life still wasn't perfect for the poor Kabu.

And perhaps the game isn't. You interact with NPCs by running into them, and I killed a few without meaning to, before I'd officially turned bloodthirsty. So this left me confused. But it's hardly fatal, and I didn't mind translating the Spanish text that crept in the game either.

It's neat that something like this could exist. Even if I'm not 100% sure what to make of it, or if my ideas are even reasonable, it'll stay with me. It's all a bit vague, but it's supposed to be, being a fable and all. Small things like how you hatch or discovering your mother or the color change as the story progresses work for a memorable experience, and the one-bit graphics work well, too. I even enjoyed the trial and error to see what I could walk over, as it was mostly intuitive, and often when I couldn't run through something, I was able to figure what it was. I'd always had vague ideas of blending a top-down RPG-style game with text, and it's neat to see how doable it can be, and that it's done pretty well. And I hope it's done again.

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