Appreciate the detailed feedback and the video! Thanks for playing!
One Flow Man
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Thiccfoot is a choices matter narrative horror game where your interactions with other characters influence the outcomes of certain events in the story as well as the endings. I initially planned for this to be a smaller free title, like my last game 67 Minutes in Heaven, but it continued to grow in scope until it became clear this was going to end up being a fuller length horror game with around 2 hours of gameplay. The full game is still in development, but the demo consists of the full first day of the story. The full version is still a few months out.
You play as Jessica, a college student and psych major, on what was supposed to be a relaxing camping trip with old friends, new friends and your dog. Things quickly become stressful when it is revealed that the bin containing all the food was left at home, and the unreliable party animal Burger has been tasked with retrieving it and bringing it back. Meanwhile, something strange is going on in the woods...
https://oneflowman.itch.io/thiccfoot



hello, polycount is only one aspect of what determines a games system requirements. lighting and shadows are a much larger demand generally, and because this is a horror game, and I wanted the atmosphere and gameplay to benefit from realtime lighting, that came with resource requirements. in the old days, they just baked the lights into the textures, which you can still do today, but that means missing out on things like turning lights on and off, dimming them, changing their colors, and having the lighting on the characters themselves change based on the lighting in the room. It's not "impossible" to do that with baked lighting, but it would be an insane amount of extra work that's not realistic for a solo dev releasing a free game on itch. in addition to that, shaders are required to achieve a more retro aesthetic, because we have to simulate effects via software which otherwise occurred naturally in the past due to the hardware being used, and that also comes at a resource cost. All that being said, this game runs at 30fps on my old gaming laptop which wasn't very good in its prime and can't run most games that I play today, so it isn't that terribly optimized all things considered.
It is only available in the Steam version. If you are playing the Steam version, you can find more about the secret ending on our discord, there's some recent chats about it in the 67 minutes in heaven channel. I can't spoiler tag them in these comments so I don't want to accidentally spoil someone by writing about it here.
The good ending is up for a bit of interpretation as to what just happened or happens after the credits roll. The three possibilities I had in mind though were:
-You died and become a ghoul alongside her.
-Your death allows you both to pass on to the afterlife together.
-She's actually just an insane ghoul and is just murdering you because that's her love language lol
There's also a third possible ending in the Steam version (which is free to download), though I don't think it will give you any more closure. The good ending is the only way you really get info on who/what Monnie is, which is partially why it's the "Good" ending. And also because being trapped in a doll for eternity is imo a worse ending than just dying hahaha
The quest is to investigate upstairs, and so only upstairs light switches count. Sometimes people miss the laundry room which is on the wall on the backside of the stairs. Sometimes people also don't fully go into the attic and trigger that event, which is required for the attic light switch to register.
I suppose I could have given you a checkpoint for if you die in the attic haha. That's really the only way to die though. Otherwise the endings are determined by choices you make from the very first conversation with the girls outside, so you kinda have to start from the beginning to get a different ending. Thanks for playing though! And I actually am thinking through some sort of checkpoint system for my next game, though it will also have branching scenarios, so it will moreso be a restart point for death, rather than for getting a different playthrough.
That door only opens for the bad ending. The good ending takes place in the backyard, so unless you are also sure the backdoor wasn't open (there's also a red light that comes on outside to signal/lure you there), then it may be fine. The doors get opened the moment the ending is determined, and nothing else has any interaction with those doors codewise, so I can't think of any way that a bug there would be possible. Thanks for playing though, hope this helps!







