Wasn't a big fan of this. Yes, I recognise this was for a jam so incompletedness can be forgiven. But I don't think the game used it's time well.
The story spends so long on inconsequential things. Like just as a story,I'd say this needs some editing, some fat cut off. It could be nice to slow something down and just play a part in a conversation; I mean we all do this in real life all the time so it adds grounding to the story. But in terms of narrative efficiency- We did not need so much time spent wandering samey alleyways when there was literally zero payoff...
And also as a story, I wasn't a fan of the writing. I 'got the ick' so many times reading this dialogue. And I'm a guy! Like forget about suspending disbelief about weight gain, I had to suspend disbelief that this man has a girlfriend... or even a woman who's okay being his room-mate. Like who the fuck just starts wanking in the shared space lounge room??
I'm not going to give the game much flak for this because I'm all too aware of how easy it is to not be able to fit as much into a game-jam as you want, but there's essentially no fetish content in this as of writing. Like you see an old pic of Gaby, compared to current Gaby, then we're told she's larger when her tits are out of frame so...
Overall, there's an idea that could work here, but ideas are the easy bit. And the work completed here is well, if I were in charge and made this into a full product, this segment likely wouldn't make in the final cut..
Mrmanandu
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To put it frankly, I think this game is overwhelming. You have like 5 different employee types, and all of them have 2-3 unique interactions, and you have mechanics that can soft-lock you if you don't act properly, it's so much. I know this is a product of a game jame, but this would have benefitted greatly by giving the player smaller bites at a time.
Give us an atrium with only 2 characters to introduce swapping, then introduce a third mechanic on the second level. Then test the player's knowledge on the 3rd level. Breaking it up into chunks would also let you keep these commitment mechanics like breaking floors and immobility because if the player gets it wrong, they just restart that level which is only a small loss of progress. Right now you have this huge sprawling level, not only do you risk having to restart the entire thing because of one mistake, but there's so many tools presented that the player is struggling to figure out what tools they need to bring to just this one segment.
Cool game, with some reframing would be nice and enjoyable.
I wish there was an option to skip the end of week results. Sometimes when you gain a lot of weight/money it can take a couple seconds to finish ticking up...
Also, it's surprisingly easy to get the good ending. After my first playthrough I went in trying to as big as possible and so without exercising once, taking every single event option to gain weight, I still lasted 12 weeks...
I think there could still be room in the design for something akin to the 'damage deviation stat'. Perhaps it can be called reliability, and while it's still vague, perhaps just grade it with letters. So a glyph with C grade reliability would be less likely to deal maximum damage than an S or A graded glyph. Then the players can balance out whether they want to sacrifice some speed/damage for the ability to hit their max damage more often.
I like the game but I think it needs some work.
Firstly, I was really confused about the types of attacks. Not only are they merely described in a tiny text box, but they also don't seem to function the way they were described.
For instance I found the the purple (penetrating?) attacks and the green hill attacks both seemed to function identically to the regular red attack. I got the sense that green was supposed to get an attack boost halfway down the field but it... didn't? And was the purple one supposed to survive if it passed an enemy attack that would kill it? Or was it doing bonus shield damage? Couldn't tell.
I also was very confused about the crafting system. Perhaps I was just unlucky but I combined a rune recipe with 3 items crowns and 2 rocks (which should create something OP if you have strength) and it seemed to create a regular attack. Weaker than my starting ones perhaps. I also did the same thing with a stomp attack and a bunch of butt power. In my inventory it said it's attack ranged from 0-42. But in battle it said the range was 0-0. And never produced any attack.
There's more, like how it's never explained that your money is your XP/height. So selling things gives you a power boost and buying can make you weak, nor was it explained that each character then had their own 'wallet' of height-money to buy/sell from. Or about how the game is essentially turn-based, but pretends it's a real-time game. If you want it to be real-time, why can I pause the board? I'd personally prefer the turn-based nature to be embraced. Although I did find combat to be very slow, not necessarily in a bad way but every enemy felt like a war. Perhaps the fights should be fewer but rewards higher?
In short, no. When looking to expand this out to the level I wanted it to be to, I couldn't think of a way to achieve it that was within scope. I was essentially looking to make a competant 3rd person fighting game, something that even AA studios can't achieve, all while housing it in a lewd narrative. I would joke that I was going to make a SFW and a NSFW version of the same game but it's true in the sense that the difficult bit is creating a fun combat game. Writing expansion dialogue for between missions is the easy bit, and unfortunately that's the only bit I can do by myself and I don't have the time or headspace at the moment to find someone/people to make the difficult bit.
I'm getting an error where my whole screen freezes. The game is still running evidently because I can hear the menu sounds as I navigate it blindly. And I can even save the game in this state. Then if I close the game and reopen it I can continue but having to save, quit, and reload every 5 minutes is not ideal.
I don't mean to excuse their behaviour as it was definitely delivered in a rude way, but I do want to agree that I also think voice acting is lower down on the hierarchy of importance.
If it is solely VAing that is holding the project back, have you considered shipping without it, planning to add it in later?
You did mention asking supporters, was this done on your Patreon? I'm personally surprised to hear the majority was in favour.
I believe that if you get suspicion over a certain amount then at the end of the week it'll take you to a game over screen instead of the next week. Right now that's just a restart but in future that'll also come with some tweaks referencing your repeat attempt with QoL changes so you don't need to solve again.
Just to put my 2 cents in the bucket here as a user; I view voice acting as a low priority. Not only do I generally play these types of games with the sound off, but I also already have voices in my head assigned to each of these characters. Giving them VA's sounds like a waste of time for someone like me.
I know there is. I do feel stupid for forgetting but when its this easy to forget I'm leaning towards the game needing a little something.
Perhaps when a player mouses over an icon for a few seconds a little text box can appear under the cursor, gently reminding them about right clicking. Or perhaps right clicking should be a toggle, not a hold option to help cement it's existence into players minds. Finally you could darken the rest of the screen while a tooltip it on screen. Since this transforms the tooltip into a screenwide effect it'll be more memorable.
So to be clear, there's no continuation of the story here, just another path in the 'past'?
On another note; It's really odd to be a Laura-stan. I mean if I make all the choices I want then my story ended in the "big-dick" ending. Or it ended in the cruise ending. It's jarring to want to continue the story but also absolutely agree with Laura. Like, why are you mind-controlling me? I agree with all of this.
Okay firstly; Tutorial. Put one in. Or at least a better one than you've got here. Nowhere does it explain that running out of ammo stuns you. Nor is there any indication that masturbating restores your max energy. I could go on there's so much more that needs explaining.
Secondly; there's so much waiting in this game. Why does your ammo return so slowly. I get that you want to make sure they can't just shoot infinitely but I've exited the room and reached safety, but I can't go back in to combat until I sit and wait for like 2-3 minutes doing nothing while my ammo regens... You've also got to wait for the chair to remove any pregnancies, you've got to wait for masturabation to restore your health. It takes too damn long!
How can I send you a message?
You mentioned that if we have contributed over $15 then we should contact you about getting access. Over the course of development I am sure that I've spent at least $10 on a donation and a month of Patreon. I may have spent more. Even if I have to send $5 I'd be interested in getting my past contributions recognised in this edition.
Save yourself some time, if you want something like this go to Ai.Dungeon, make a free account and give it some instructions to make a weight gain RPG for you.
It'll all be text, no 3d model involved, but the AI will respond much faster, make far more sense, offer so much more than swamp and mushrooms, and you can just tell it to retry when it generates nonsense.
