Game review
Forbidden Clicker Party
5 / 10
- Developer
- OneShark
- Publisher
- OneShark
- Released
- 29 January 2018
- Platforms
- Windows
- Genre
- Incremental Clicker
- Monetisation
- Paid, one-time purchase. NZ$3.69, no in-app purchases found on the store page.
- Players
- Single-player only.
The short version
Forbidden Clicker Party's best asset is immediately obvious and genuinely rare in this genre: a hand-animated, rubber-hose 1930s cartoon art style that multiple reviewers compare directly to Cuphead, applied to a simple click-and-upgrade combat loop against a rotating cast of cartoon monster bosses. What it delivers underneath that art is thinner than the "infinity idle clicker" label promises — several reviewers report finishing everything the game has to offer in around seven hours, the store's own promotional screenshot shows an unchecked "Auto Progress" box rather than a default idle mode, and at least one reviewer states outright that it offers no real offline earning. A single Valentine's Day update in February 2018 is the only content added after launch.
Biggest strengths
- A genuinely distinctive, hand-animated 1930s rubber-hose cartoon art style that multiple reviewers independently compare to Cuphead.
- A pleasant, period-appropriate soundtrack that several reviewers call out specifically as a highlight.
- Ten unlockable animated characters and a rotating cast of cartoon-monster bosses give the short runtime some visual variety.
Biggest weaknesses
- Marketed on its own store page as an "infinity idle clicker," but the promotional screenshots show "Auto Progress" as an unchecked, optional toggle rather than a default idle mode, and at least one reviewer reports no functioning offline/AFK earning at all.
- Multiple reviewers independently describe finishing all meaningful content in roughly seven hours, with only four achievements at launch.
- Development support essentially ended after a single Valentine's Day update in February 2018, despite several launch reviews explicitly asking for more content.
Who it's for: Fans of the visual style specifically, and clicker players happy with a short, disposable session rather than a genre-standard long-term idle grind.
Our recommendation: A fair impulse buy for the art style and charm alone, not for anyone expecting genuine idle/AFK progression or lasting content.
5 / 10
Borrowed style, honestly credited
Forbidden Clicker Party wears its influence openly, and its reviewers noticed immediately. The combat plays out as a rotating gallery of hand-drawn, rubber-hose cartoon characters — a gun-toting cartoon wolf, a grinning boss clown called "Party Pooper" with a six-figure health bar — rendered in a deliberately vintage 1930s animation style. Several reviews from launch week, independently and in different languages, reach for the same comparison: one Korean-language review calls it a clicker carrying "traces of Cuphead," suggesting it was made quickly to ride that game's wave of popularity; an English review says simply "This game is so rad. A clicker with Cuphead like aesthetic. I'm so down." The comparison is fair and the developer doesn't dispute it — the store page's own "Who are we?" section describes OneShark as "a 3 person indie dev team based in the US and Latvia making hand-made, quality content," and the hand-drawn animation backs that framing up better than most clicker games manage. A period-appropriate soundtrack draws separate, specific praise across the review sample, including from a reviewer who filed a bug report about the music failing to play and later updated their own review once it started working correctly.
An "idle" clicker with an unchecked idle box
The store description brands this "an infinity idle clicker" and tells players directly to "sit back and let your doods do all the fighting." That framing sits awkwardly next to two pieces of evidence from the game's own materials and its player base. First, the official promotional screenshots show a small settings panel in the corner of the combat screen with two unticked checkboxes: "Quantum Speed" and "Auto Progress" — meaning automated play is an optional toggle a player has to find and enable, not the default state the "idle" label implies. Second, one Polish- language review addresses the point directly, stating plainly that there is no offline earning and that progress requires actually being online and playing. Neither of these facts amounts to conclusive proof the game has zero background progression under any circumstance, but taken together — a screenshot showing idle features are opt-in, and a specific player report that offline gains don't apply — the "infinity idle clicker" pitch deserves real skepticism rather than being taken at face value. Community tag voting reinforces the same doubt from a different angle: despite the marketing, the tag list carries no "Idle" or "Idler" entry at all, only Incremental, Casual, Indie, RPG and Strategy.
Short by design or short by abandonment
The second recurring complaint across the review sample is length. One reviewer reports finishing the game "in a little over 7 hours," another separately notes reaching the game's level cap "5 to 15 hours" in, and a Portuguese-language review calls it "topz" but flags "muito pouco conteúdo" — very little content — for the price. Several January 2018 reviews raise the same specific complaint about only four achievements existing at launch, with more than one explicitly voicing hope that updates would add depth. That hope doesn't appear to have been rewarded: the game's public news feed contains exactly one substantive post after launch, a "Forbidden Valentine's Update" dated 14 February 2018, and nothing since across more than eight years. A brief, focused clicker experience is a legitimate design choice on its own terms, but the gap between what early reviewers were hoping for and what actually arrived afterward is worth being upfront about rather than assuming the short runtime was always the intended final shape.
A mixed step for a developer with a track record
Part of what makes the thinness sting for some reviewers is that OneShark wasn't a completely unknown quantity going in. At least two Russian-language reviews from launch week reference the studio's earlier release, Chicken Assassin, by name — one explicitly says they bought Forbidden Clicker Party on the strength of that earlier "неплохой кликер" (decent clicker) and came away disappointed, speculating the team may have changed game designers or was aiming at a different audience this time. That's a single reviewer's theory rather than a confirmed fact about what happened internally, and this review isn't in a position to verify it either way. What is verifiable is the contrast in reception: this isn't a case of an unknown first-time developer being judged against no prior baseline, but a returning team whose earlier fanbase quickly split between people happy to enjoy the new art style on its own terms and at least a few who expected the gameplay depth of the studio's previous work to carry over. Most of the sample lands in the first camp — the overall "Mostly Positive" rating reflects genuine goodwill toward the art and music rather than a polarised split — but the specific, informed disappointment from at least one returning fan is worth noting rather than treating every positive review as equally uncomplicated.
Final verdict
There's real craft in Forbidden Clicker Party's art direction, and it's the one thing almost every reviewer across several languages agrees on without reservation — a distinctive, well-executed vintage cartoon look and a soundtrack to match, in a genre that rarely bothers with either. The mechanics underneath are considerably thinner: a short few hours of content that barely expanded after launch, and an "idle" label that its own promotional material and at least one detailed player report both cast real doubt on. At its low asking price, this is defensible as a short, visually memorable curiosity. It is not the "infinity idle clicker" its own store page promises, and buyers specifically shopping for genuine AFK progression should look elsewhere.
Pros and cons
Pros
- A genuinely distinctive, hand-animated 1930s rubber-hose cartoon art style that multiple reviewers independently compare to Cuphead.
- A pleasant, period-appropriate soundtrack that several reviewers call out specifically as a highlight.
- Ten unlockable animated characters and a rotating cast of cartoon-monster bosses give the short runtime some visual variety.
Cons
- Marketed on its own store page as an "infinity idle clicker," but the promotional screenshots show "Auto Progress" as an unchecked, optional toggle rather than a default idle mode, and at least one reviewer reports no functioning offline/AFK earning at all.
- Multiple reviewers independently describe finishing all meaningful content in roughly seven hours, with only four achievements at launch.
- Development support essentially ended after a single Valentine's Day update in February 2018, despite several launch reviews explicitly asking for more content.
- Community tag votes carry no Idle or Idler tag at all, at odds with how the game markets and categorises itself.