

There are still a lot of core things I want to improve on for Wayfarers, but I need to remind myself not to wear too many hats at the same time. Thankfully, with the help of some friends that reassured and encouraged me, I was able to step out of that doubt. I then started to compare my game to others that were also made with the RPG Maker engine and ended up only seeing all the things Wayfarers didn't have. I then started to sink into the quicksand of self-doubt that I'm sure a lot of solo developers end up in at certain (probably multiple) times in a project.

It probably wouldn't surprise anyone that I soon got burnt out form working on it and hit a slump. I shifted my daily routine around and even put some things aside to make more time for Wayfarers. Whenever I get excited or eager to do something, I have a tendency to go 110% right out of the gate in hopes of maximizing productivity. For the past couple weeks, I was feeling pretty mentally worn out. If you want primarily game development stuff, go ahead and skip this paragraph. Overall, I really like this game, and I think it's great for a rage-inducing life simulator.So funny, personal stuff to talk about. Despite these minor flaws, I can't say that I don't like this game, as it's one of the most satisfying to master and somewhat addictive, albeit rage inducing game I've ever played, and I can't recommend it enough to those who want a challenging game that will test their patience, as this game will do just that and then some.

That just makes it that more rage inducing, when I feel like it didn't need to be. Keep on trying, don't let it get to you" or "Oof, you just lost a lot of progress" when you fall. But it can be annoying as all hell when he says something like "Oh no. I understand he's narrating to help the flow of the game and drive the premise home. Another is the fact that Bennett's narration, while definitely not bad, can sometimes make some situations worse. I find this a problem, because, at that point, it doesn't really feel like it's your fault that you fell back down, which is even more rage inducing than it would be if you fell down on accident. One is how frequently it feels like there are parts of the world that are there solely to screw you over (one big example is the "snake" at the near end). Despite this game being great for the most part, I do have a few complaints.

I think this is a great idea from Bennett Foddy, and i'm glad it was implemented so well here. The premise of this game is great, as it's one of those more philosophical games that subtly teaches you that life is still great, regardless of how many times you fall down, because, sooner or later, you'll get back up and kick ass again. I found it extremely satisfying to master the gameplay and finally get back to where I was. The gameplay, while a bit loose, is actually really good once you get the hang of it, as you swing the hammer to climb up everything.
#Getting over it demo game Pc
I found myself shocked by how luscious and detailed everything is, especially for a mobile game (I know this game is on PC too, but I have it on iPhone). The visuals, the gameplay, and the premise are all great. I've played my fair share of rage inducing games, but this might be the most unforgiving game I've ever played.
