![]() There feels like a real lull in the mid game however as there are no huge moments outside of the intro, fake end and possibly the true end? Which as an overt co-op game is fine, to an extent. Trinkets are essentially perks that can vary from bonus damage or positive effects on enemy attacks.Īs you delve further through the game, you find characters lost at sea that are all uniquely characterised and fill in parts of the lore. Outside of their visual differences and cute puns, they have a unique trinket which they take with them on every run. A personal favourite is Krillstoph, who’s essentially a prawn with an attitude. You start off with Todd and Hink but as you progress and complete (secret?) challenges you unlock more, each of which resembles an oceanic inhabitant. A blank slate of a personality that’s very existence is to take on the dark forces. Your character – whomever you choose – is like the game tells you, a fool. Instead there is a way to truly beat it which I may have a rough idea on but have yet to succeed for reasons I’ll get into later. In true roguelike fashion, the credits aren’t the end for Ship of Fools. A darkness looms the seas, taking everybody who dares attempt to sail and you are the only one foolish enough to take it on and stop the endless storm that’s controlling the seas. The storm is encroaching and you must fend it off in this tutorialisation of the game’s rules. As the name suggests, Clarity clears up all that is going on in this world. You awake on the shores of The Great Lighthouse (the hub world) and are immediately called to action by Clarity – a wise squid-like creature whose your initial guide to the game. Though with chaos comes consequence in Ship of Fools, as you sail closer to the Eye of the Storm – figuratively and literally. Team17 are a household name at this point for publishing chaotic co-op games and this game is no different. Developed by Fika Productions out of Quebec, Canada – Ship of Fools is their debut title.
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