The giant red slime fight sucks. All it does is constrict Van Damm every turn so she never gets to do anything. And Emmie can't do anything to it except her ground slam which costs too much and does terrible damage, and she's too busy healing Van Damm to do it more than once every half dozen turns anyways. I only got past it by reloading the game until the RNG finally stopped spamming constrict. It needs to use that move that like 90% less often.
Korota
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Had to click through like a hundred tedious dialogue boxes of wandering around doing nothing before I got to an actual clickable choice, and not a hint of potential expansion in sight. I quit after that because I didn't see any indication of that changing any time soon, either in the screenshots or even in any other games they've made.
A lot of the changes and additions seem counterintuitive or just inexplicable. The jogger hates the dietician now. The mascot gets barely any points no matter who I pair them up with. The intern gets worse when they get fatter, weird for fat kink game. This one especially stings because they seem to be the only thing that can get me past the single digit levels by putting them next to a bigwig. It also kinda sucks that the item for fattening passengers up almost never shows up.
So, when you click one of the foods in your inventory, the info popup appears on the right of the food, which puts it completely off-screen. Maybe have the info popup appear on the left instead?
There is also a serious issue with getting the popups to appear at all when clicking. Maybe use right-click instead? Nothing else uses right-click, and I kind of reflexively think to use right-click for things like that anyways.
There's also no indication that you can click the clipboard to move it out of the way. Maybe put a little arrow on the edge pointing to the left to show that?
Another thing that'd be nice is something to indicate when a passenger is at max size so you don't waste the fattening food on them. Or just make it so you can't use it on them.
This is a good concept, and it's executed well, but, I dunno, it just doesn't really give a sense that things are actually happening. You just kinda select upgrades and watch tiny(because the UI breaks if you try to maximize the window) sprites wander around while checking the bars in the upper left now and then to see if you're winning or losing, and then near the end they start getting fat wherever you're not looking. Maybe if there had been time to add more visual assets, like the stations changing when upgraded or little 2-frame animations for when a character interacts with one of them, it'd feel more like you were making changes.
This game would be pretty interesting if it worked. The controls are almost nonfunctional other than movement. Crops won't be selected when you click and drag a box over them half the time, and eventually just get frozen and can't be selected at all, which mades them a big wall your functional crops can't go through so they can't reach the enemy. I guess they're dead but they don't change so it's impossible to tell.
Couldn't actually achieve a victory, even when I focused on maxing out upgrades early to get the maximum return on them. The margins of error for the game are just unreasonably right, like there's only one perfect sequence of actions needed to succeed, assuming RNG doesn't screw you. Actual weight gain content was just kinda there, but I had to put too much of my focus on the management stuff to actually pay attention to it, which is not a good thing.
I got stuck because I there was no way to reach the green pants director/manager/green door opener after breaking through the weak floor on the third story, and couldn't move anyone past it to get to the green pants manager. Some of the employee types just aren't very distinct until you possess them so I had to swap and move them all around a lot, which led to the green pants manager ending up somewhere unreachable after breaking the floor.
Every time I get to a dialogue choice I get stuck because it doesn't work at all, nothing I press chances the choice or activates the dialogue. Makes it impossible to progress after the first time the witch forces you into a dialogue choice, or if you check out some of the merchant's items.
Edit: Redownloaded the files and it seems to be working now.
Made it through the level, had to use pretty much all the hints to figure it out, though. It was pretty unclear what to use the items for or when, or that you needed to use them at all and they weren't just horny easter eggs. It'd also be cool if there were more than one way to solve the level, more variety in the paths taken and items used would make it more interesting. Especially if there's something like a 'smart path' where it involves being clever and a 'horny path' where it involves getting really huge.
There's also a problem with the options being covered up by your own boobs if they get too big. Maybe you could do something like what you did with the side portrait where it goes above the boob layer when you mouse over it. Oh, and the portrait also currently does not go up over the lip layer when you mouse over it, so you can't really see it when they're huge, haha.
All in all, I really love the concept, and I'm looking forward to seeing it refined and polished, and of course, expanded on.
SO excited to see more of this. I haven't quite figured out the solution yet, but I'm getting there!
One bug I ran into, if you roll the blueberry girl down the hall, you can click the next 'room' while they're rolling on the map, then skip it and click on the one after that. I also saw a flicker of missing texture while the chargen screen was loading my character settings.
Streamlining the controls would make this a lot more accessible. I spent 5 minutes with an industrial oven stuck in my crafting slot because left clicking and right clicking wouldn't take it out, even though that's how I put the materials in and took them out, until I finally discovered that I had to click the mouse wheel to do it. And I don't see a reason for crops to need shift+left mouse button, but you can just use the right mouse button for mining deposits.
Easier access to information would be good too. Like just putting a basic controls/gameplay tutorial right in the options menu so you don't have to go back to the goddess to review things, and maybe tooltip popups for the various gathering places.
The minigames are very janky, yeah. The 'delete the icons' one is impossible at the final speed, and your cursor is actively slowed down for it, and the 'match the pose' one doesn't properly indicate where your cursor is clicking. They should just keep the cursor an arrow instead of making it a big puffy clown hand or whatever. And the fact that it dumps you into it without ANY explanation of what they're expecting of you kinda sucks. Like just a text box that says 'follow the instructions and complete the minigames to get your boss to fuck off!" or something to warn you it's coming.
I can't rightly explain it, but for some reason on my main monitor, her left boob has some ghosting thing going on when it bounces, and on my side monitor it doesn't move at all. What's even stranger is that it doesn't show up in screencaps, I had to take a picture with my phone to show it. It seems to no longer be an issue after the first growth, though.
On another note, the final(or 4th, I think?) takes way too much effort to build the love meter on. It drops so quickly that all your progress is lost in the time it takes to get her shirt back off.
Is there no way to reach the mole if you're too fat to climb ladders? You can't use Float because there's no lift to get you high enough with a clear path to him.
Also, are there any secrets in the game yet for the Light spell to reveal? Because if there are, it's not working or it's not really a visible enough indicator.
I'm 90% certain the banshee's all-enemy put-them-to-sleep attack can only have one enemy asleep at a time. I've never gotten a second enemy asleep.
Also, not a bug, but I feel like having wandering enemies is kind of pointless when you get nothing for fighting them, and you need every resource you have to win the mandatory fights. I just reload the game if I run into one(or the traps in the ice maze) because I'd have to go back to the save point anyways, and it's faster than finishing the fight.
I did this using the 'add Delinquent to the party' spot that opens up after reaching the end of the current content(if that counts as a 'cheat'), cuz it was kinda necessary to get the solo table art sequence unlocked. I guess you can do it without that by backtracking, but it's still that I think a lot of people will do it that way, and potentially run into that bug themselves.
This is a really impressively put-together game with a really interesting concept, but it's hard for me to get into it because the movement is a real problem. The character is slippery as a greased pig, flinging themselves forward as soon as you make it over the top of a ledge and pushing himself backwards every time you hit a block, usually off a cliff behind them. The game really needs the friction bumped up a few notches.
Also, it really feels like the wall jump should be set up so that you have to press the jump button AFTER clinging to the wall to jump off. As is, since you have to hold down the jump button to get maximum height, the instant you touch the wall it jumps off, and since you're also still pressing towards the wall, it eats all of your momentum and completely wastes it.
Looking forward to the next big update! It'll be fun upgrading the home to support an increasingly fat feedee, which I hope includes stuff that supports your own character as they fatten up! And it'd be cool if your career could provide options that would influence the setting and the people in it once you got to a high enough position. A marketing executive could have quite an impact on the town's waistlines depending on what they decide to market, haha.
There's almost no indication of when you successfully click on the cake or power up to know that you used it except for a sound cue that is drowned out by the music. And the chip count doesn't go down until your turn ends. And the volume setting gets reset every time a game ends.
The multiplayer works fine, though. I played with a friend on the Linux build and we were worried they wouldn't connect, but it worked fine. I'm eager to see more, like maybe some art for the win/lose screen of the winner gloating over the loser, or even some other expansion possibilities.
It looks really well-polished, and the art of the lady is great, but...
I wish I could get past the intro stuff faster, or have an in-game option to restart, since the game cleans you out in less time than it takes for the skip option to come up. Mainly because you start with way too few tokens, and you have to get extremely lucky on the Big Spin wheel to fix that. Getting any cash reward less than $5000 is a huge loss at 10 tokens a spin, so really you're just praying for the 20/50 tokens or $50k.
Lucky Hatch feels like it's not worth it at all, because you spend half your tokens just to increase your bet by only a few hundred, which is not nearly enough to make a difference when you have a hard limit on how many times you can play the games.
Blackjack feels like the only game you have a chance of making a profit on, and that's basically just 'hit until you get 18 or over because anything less auto-loses'.
Some resolution options would be great, or at least have it start the game windowed and not be forced on top of everything else on the screen. It'd be nice to just be able to type in a number for your bet. And I wish there was a way to just quit with the money you have without spending all your tokens on $1 bets or something.
Gambling games aren't much fun for me when they're like real gambling, i.e. set up for you to lose. As is, the game does not make up for the anxiety of feeling like it's gonna kill my computer the way it triggers every single antivirus reaction on my PC when I try to download it, when I actually download it, AND when I try to delete it. Yikes. You need to fix that if you want anyone to play this.
In Endless Mode, I noticed that adventurers will start coming back bigger the more potions you give out. Are these changes fixed, or are they affected by the potions you give them? Because that would be pretty awesome.
Also I think this is a bug; Stella the Silver Duelist showed up in Endless Mode for the first time with enormous boobs right off the bat.

The same thing happens with other characters like Scarlet the Crimson Blade, Goldie the Rookie Warrior, and Betsy the Everleaking, too, with different boob types. Kind of an issue since it can cover up their hip items before you get the "x-ray" amulet.
Found a bug in Endless Mode where if you get far enough that characters are showing up with the maximum boob size, giving them another boob potion makes their boobs disappear completely. I also found that in Sandbox Mode, the BoobScale slider doesn't work on the mage's floating boobs held up by magic hands, and the Belly and Glasses settings don't save on custom characters. Also, the pointy ears toggle still shows the normal ears underneath them on some hairstyles, like so.

I also wonder if it's possible to add something like a 'screenshot mode' button that hides the AI and fits the whole character on the screen. Been having a lot of fun with the character creator and I'd like to make some good screenshots of them without hats and weapons going off the top of the screen and mammoth badonkers covered up by menus.
Oh, I found a bug on the day you get turned into a goblin. If you shrink away your boobs and grow them back, they're not green anymore.

Edit: Another bug later, on day 32, when Blake the Dark Axe is coming to kill you and the mimic, if you turn yourself into a clown it progresses the scene. Unless that's an intentional alternate solution, since it gives you boob-inflating magic.
Also, if you press the Hip Sway potion/button for thieves in Sandbox mode TWICE, their legs kinda... detach.


