A downloadable game for Windows and macOS

The kingdom of Piwell has suffered a great loss. The dreaded Devil King, resurrected after centuries of slumber, has struck the royal castle and abducted the princess. Despondent, the kingdom and its people have only one hope: four heroes, marked with brands to show their status as chosen by the gods, have set forth to save their land from the Devil King's tyranny.

However, this is not the story of these brave heroes. This is the story of their return.

A puzzle game, with the goal of making the long journey back to the castle, while staying dry. Over 10 unique stages and over 55 endings. Keep the timer in mind!

StatusReleased
PlatformsWindows, macOS
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCaptain L
GenrePuzzle
Made withRPG Maker
Tags2D, Adult, Fantasy, Female Protagonist, omorashi, pee, RPG Maker MV, Singleplayer, Top-Down
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard
AccessibilitySubtitles, Configurable controls

Download

Download
Forward_Punch_1.1.0_Win_x64.zip 269 MB
Download
Forward_Punch_1.1.0_macOS_ARM64.zip 453 MB
Download
Forward_Punch_1.1.0_macOS_x64.zip 464 MB

Install instructions

Extract the .zip file. Must be extracted to Applications if on Mac.

Comments

Log in with itch.io to leave a comment.

First of all great game, time consuming but it's worth the play, so i've completed all except 3 endings. 

I'm quite confused with this 3....first in the cave 2nd ending, it's hard to explore cause the torch keeps going out...it's the memory above "spikes and spires".

Next would be the part at the docks i've tried failing and letting the timer finish at different parts after the merchants move, but still i haven't got the memory/ending above "Next level bedwetting".

Lastly the First ending with the mistyfying woods, the one above "Wayward bound" i have no clue how to get that?, can you help me...
That's all of it....so far, i've gotten 55/58 memory.

  1. Find your way to the bottom left of the caves
  2. The endings on the docks change in intervals of 5 packages sorted
  3. Something in the top right of the woods changes on a certain screen

Ahh okay, thanks for the reply, i understand now for the port...
have a great day!

Okay i'm finally done, thank you so much!, say about the bear tag?, is it for this game or another one of your games?

The secret message has a word highlighted. Look at the rest of my catalog.

I enjoyed this game, and managed to find all the endings except for the second-to-last one on the list. I'm guessing it has something to do with that bear in the princess' room, but it still gives the same clue as before to "see more of the world" even after completing the game and seeing all the other endings. I tried everything I could think of, but maybe I'm just forgetting or missed something. Any hints on where I need to revisit or what I should be looking for?

Below I'll just add some thoughts on my experience...

The parts of the game that gave me the most trouble were the mysterious forest (figuring out how to progress, and catching the minor visual differences) the docks (surprisingly, trying to get all the endings there took me quite a few tries before I caught on) and the very last section was tough just to get through in time, but that's to be expected for the challenge to be the greatest at the end of the game of course.

Most of the game worked okay with mouse controls too, but because of how RPG Maker handles the path finding for that, some sections of the game, like the swamp and the last area especially, required too precise movement or timing for mouse controls to really work out well when there was also a time limit to contend with.

It was pleasantly free of errors during my play time too. My hat's off to you for that. It must have taken a lot of testing and tweaking the timing on everything to get it just right and error-free.

I think I noticed a few lines of dialog where the name box was shown as the princess when it was supposed to be a different character (in the potion shop in the city for example there was a line like that) but other than maybe 2 or 3 times of noticing that happen during the whole game, I didn't see much else amiss, and that's already a super minor issue anyways.

I would definitely suggest defaulting to "auto dash ON" in future updates or failing that, players can go into the options and turn it on themselves. I'm pretty sure certain parts of the game would be impossible to clear in time without dashing, or at least extremely difficult.

Also, since you named the project "Forward Punch" originally I'm assuming, it was slightly confusing at first to see the name of the folder when it extracted. The title is long though so, maybe even shortening it to "TPPPPPP" would still be a bit much. (Love the creative alliteration in the title too by the way.)

Overall though I had a lot more fun with this than I anticipated going into it, and I felt it was really creative and well put together.

(1 edit) (+1)

Thanks for the long write-up, so I'll give you a few responses.

1. The final ending you're missing is in the hub room as you suspected. Really take in the environment. Really.

2. I knew going in that mouse controls would be difficult with the more precise stages, but there's not much I can do about that, figured no one would really try it.

3. The problem with defaulting to "Auto Dash" is that there's no way to set that, so the only way to set that is to export the game, open it, change the setting, and upload it with the config save file. I had done that, and then forgot to do it with this version.

4. As for the name, Windows has a hard character limit on how long file path names can be (i.e. the name of every folder that the game is a subfolder to), so using the full title would needlessly use up a lot of that limit and limit where it can be installed on the user's drive. Calling it "Forward Punch" instead of simply abbreviating the real title is because it has 6 Ps, and a 6P is Guilty Gear shorthand for punching while holding forward.

Thanks for the detailed reply!

Oof, Many times of seeing that screen and I guess I still missed it. I will have to look more carefully! Appreciate the tip!

With the mouse controls mention, it wasn't a complaint or anything. I'm familiar enough with RPG Maker MV to more or less know what to expect with mouse movement.

I was surprised that mouse controls worked fine for completing most areas, and just in case anyone else was trying to play it all the way through via mouse, I mentioned it so they would know it's mostly viable, but maybe not 100% unless they have a lot of patience and good reflexes.

And yeah... RMMV makes it difficult to modify certain options, like Auto Dash, by default. It's a manual, extra process to change it, as you mentioned. Not a big deal though. As long as people open the options menu to know it exists, they can easily change it themselves.

Since I'm not very familiar with it, I never would have guessed the reference to the Guilty Gear franchise with the name, but that makes it more amusing knowing there was that kind of meaning behind it.