Fatty Text Adventure Game 0.64a (link below)
Good news! Fatty Text Adventure Game now exists in a non-flash format! Bad news! I have no idea how well it will actually work! So temper your expectations. But regardless, there is a newish version of the game. No content was really added, although a lot of systems have changed slightly in some obtuse fashions. The intent is to be an exact remake, but obviously a lot of things don't really translate perfectly, especially because a lot of stuff was poorly done in the first place.
All that to say, feedback would be very helpful! So if you run into any errors or broken scenarios, let me know! Also if there's anything you like/dislike about the UI then please let me know. The grid of buttons no longer exists, which has a lot of up and down sides. So any feedback on your experience with the navigation systems or anything else would be very helpful.
I'm not especially planning on adding any new content. I just wanted to get a functional version of it to exist, since I know that's something a lot of people were looking for. Working on Mountain of Fud (which I still somewhat plan on continuing at some point) provided a lot of great practice working with Twine, and re-coding the entire game in Twine was basically the easiest solution. So don't get your hopes up too much for new content, but I do plan on at least trying to make this version work as good as possible. I'm not sure how well this'll compare to the original, but at a minimum... it... exists, which certainly gives it a leg up!
Thank you very much for your time, and I hope you have fun!
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
Version 0.64a
-Fixed mountain traveling not properly counting stamina.
-Dodging works now! Apparently it was broken almost the whole time!
-Fixed several typos.
Version 0.64
-Fixed greatsword price.
-Fixed appearance of weight based travel descriptions in the city to be more sensical.
-Fixed dialogue in general store.
-Fixed error in dessert village.
-Slightly reduced the required stats for strength description changes.
-Stamina now affects your ability to travel.
-Wyvern egg is now removed at a more appropriate point when you sell it.
-Smoothed out enemy randomization to be less "random".
-Fixed some typos.
-Updated thief's ai if you have a very high strength stat thanks to Someoneoutthere.
-Expanded the forest feast event thanks to The_Wind_King (with some help from Someoneoutthere)
Version 0.63a
-Fixed getting stuck at the inn.
-Fixed running from unrunnable enemies being weird.
-Fixed some typos.
-Changed tough fur's attacks slightly thanks to Someoneoutthere!
Version 0.63
-This should hopefully be the first "stable" version of the game! There's probably still some bugs I haven't figured out, but uhhhh, I think it's basically bug free?
-And because of that, the game is downloadable to play offline! There should be a download button below all the path notes and stuff on Itch.io. Also, maybe that button was always there???
-Slightly reduced enemy stats. You'll need to click "Fix enemy stats" under "hot fixes".
-Reduced enemy damage rolls.
-Slightly increased armor values of armor. Will have to use the "Update items" link in "hot fixes", which will only update new copies of the armor you get.
-Removed stat scaling!
-Added sleep button to places where you can sleep so you can sleep while you sleep.
-Changed how studying at the mage guild works to be more consistent with other areas.
-Large fruits come in "stacks" of 10 so they sync better with the "eat 10" option in the inventory. Will have to use the "Update items" link in "hot fixes".
-Added ability to offer Sampson ample apples instead of regular ones thanks to Someoneoutthere.
-Fixed a text error with the takeout terror that was apparently there since the original game!
-Added some more to ambient city descriptions thanks to Someoneoutthere!
-Also changed one of Takeout Terror's attack somewhat thanks to Someoneoutthere.
-Fixed some typos
Version 0.62d
-I think I have added a dark mode to the options menu? I have no idea how well this will work, and I'm really hoping it doesn't do any sort of weird flickering. Please let me know if it works
Version 0.62c
-And now I've changed the ui again to be much more like the original! I kind of liked the dark version, but this is more visually interesting. Also I'm starting to think I should get rid of that bottom bar because it's been giving me a lot of problems. Or maybe I should learn html better. But either way, let me know what you think!
-Fixed levelling up not working.
Version 0.62b
-Changed the ui again to be more mobile friendly maybe? It introduces some new, but hopefully lesser problems.
-Fixed devouring the manticore again!
-Changed how the training grounds handle being at 0 stamina, slightly.
Version 0.62a
-Made restaurant price list much less vague.
-The bottom bar should now update properly.
-Fruit dryad should now properly doppelgang you.
-Added submit event to honey slime (which is actually the blueberry slime event in disguise.)
-Changed the spacing around the main passage and the grid button text.
-The tailor now actually properly reimburses you when you hand of the wizard's robes for Sampson's quest.
Version 0.62
-The UI update! Exciting I know. But I changed how the entire user interface works, and if the UI breaks then the game becomes legit unplayable. So I'm going to try to focus on the UI for this update, and if things go terribly wrong then I'll just revert to a previous version. But things should be working properly and it should be slightly better on mobile. But you'll have to let me know if it works or not.
-Icons done by
forbic!
-Milk Machine enemy portrait by
kelvinthelion!
-All other art assets are by
sugarboy!
-And a stupendous amount of thanks to the many writers that are responsible for the majority of the content:
Rossmallo,
Bruyaglovae,
Daioni,
Trollololol,
Wererstritchy,
Krishonk,
Rev701,
Rejax, Someoneoutthere, and the many many other anonymous contributors :D
-If you've contributed to the game and would like to be added to the list, be sure to let me know!
All that to say, feedback would be very helpful! So if you run into any errors or broken scenarios, let me know! Also if there's anything you like/dislike about the UI then please let me know. The grid of buttons no longer exists, which has a lot of up and down sides. So any feedback on your experience with the navigation systems or anything else would be very helpful.
I'm not especially planning on adding any new content. I just wanted to get a functional version of it to exist, since I know that's something a lot of people were looking for. Working on Mountain of Fud (which I still somewhat plan on continuing at some point) provided a lot of great practice working with Twine, and re-coding the entire game in Twine was basically the easiest solution. So don't get your hopes up too much for new content, but I do plan on at least trying to make this version work as good as possible. I'm not sure how well this'll compare to the original, but at a minimum... it... exists, which certainly gives it a leg up!
Thank you very much for your time, and I hope you have fun!
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
https://noone-fa.itch.io/ftag
Version 0.64a
-Fixed mountain traveling not properly counting stamina.
-Dodging works now! Apparently it was broken almost the whole time!
-Fixed several typos.
Version 0.64
-Fixed greatsword price.
-Fixed appearance of weight based travel descriptions in the city to be more sensical.
-Fixed dialogue in general store.
-Fixed error in dessert village.
-Slightly reduced the required stats for strength description changes.
-Stamina now affects your ability to travel.
-Wyvern egg is now removed at a more appropriate point when you sell it.
-Smoothed out enemy randomization to be less "random".
-Fixed some typos.
-Updated thief's ai if you have a very high strength stat thanks to Someoneoutthere.
-Expanded the forest feast event thanks to The_Wind_King (with some help from Someoneoutthere)
Version 0.63a
-Fixed getting stuck at the inn.
-Fixed running from unrunnable enemies being weird.
-Fixed some typos.
-Changed tough fur's attacks slightly thanks to Someoneoutthere!
Version 0.63
-This should hopefully be the first "stable" version of the game! There's probably still some bugs I haven't figured out, but uhhhh, I think it's basically bug free?
-And because of that, the game is downloadable to play offline! There should be a download button below all the path notes and stuff on Itch.io. Also, maybe that button was always there???
-Slightly reduced enemy stats. You'll need to click "Fix enemy stats" under "hot fixes".
-Reduced enemy damage rolls.
-Slightly increased armor values of armor. Will have to use the "Update items" link in "hot fixes", which will only update new copies of the armor you get.
-Removed stat scaling!
-Added sleep button to places where you can sleep so you can sleep while you sleep.
-Changed how studying at the mage guild works to be more consistent with other areas.
-Large fruits come in "stacks" of 10 so they sync better with the "eat 10" option in the inventory. Will have to use the "Update items" link in "hot fixes".
-Added ability to offer Sampson ample apples instead of regular ones thanks to Someoneoutthere.
-Fixed a text error with the takeout terror that was apparently there since the original game!
-Added some more to ambient city descriptions thanks to Someoneoutthere!
-Also changed one of Takeout Terror's attack somewhat thanks to Someoneoutthere.
-Fixed some typos
Version 0.62d
-I think I have added a dark mode to the options menu? I have no idea how well this will work, and I'm really hoping it doesn't do any sort of weird flickering. Please let me know if it works
Version 0.62c
-And now I've changed the ui again to be much more like the original! I kind of liked the dark version, but this is more visually interesting. Also I'm starting to think I should get rid of that bottom bar because it's been giving me a lot of problems. Or maybe I should learn html better. But either way, let me know what you think!
-Fixed levelling up not working.
Version 0.62b
-Changed the ui again to be more mobile friendly maybe? It introduces some new, but hopefully lesser problems.
-Fixed devouring the manticore again!
-Changed how the training grounds handle being at 0 stamina, slightly.
Version 0.62a
-Made restaurant price list much less vague.
-The bottom bar should now update properly.
-Fruit dryad should now properly doppelgang you.
-Added submit event to honey slime (which is actually the blueberry slime event in disguise.)
-Changed the spacing around the main passage and the grid button text.
-The tailor now actually properly reimburses you when you hand of the wizard's robes for Sampson's quest.
Version 0.62
-The UI update! Exciting I know. But I changed how the entire user interface works, and if the UI breaks then the game becomes legit unplayable. So I'm going to try to focus on the UI for this update, and if things go terribly wrong then I'll just revert to a previous version. But things should be working properly and it should be slightly better on mobile. But you'll have to let me know if it works or not.
-Icons done by
forbic!-Milk Machine enemy portrait by
kelvinthelion!-All other art assets are by
sugarboy!-And a stupendous amount of thanks to the many writers that are responsible for the majority of the content:
Rossmallo,
Bruyaglovae,
Daioni,
Trollololol,
Wererstritchy,
Krishonk,
Rev701,
Rejax, Someoneoutthere, and the many many other anonymous contributors :D-If you've contributed to the game and would like to be added to the list, be sure to let me know!
Category Artwork (Digital) / Fat Furs
Species Unspecified / Any
Size 315 x 250px
File Size 12.2 kB
Listed in Folders
Oh my God Noone, I can't believe you've done this for us. This game was and is still one of my favorite things to ever exist so thank you so much for doing this!
If there's any chance of you wanting to add more or see something added count me on the list of people willing to help add new art or stories! Thank you again!
If there's any chance of you wanting to add more or see something added count me on the list of people willing to help add new art or stories! Thank you again!
My pleasure! I'm so glad you enjoyed it! :D
And thank you very much for the offer! I don't want to promise any new content yet since I'm not sure how things'll pan out. Although I can say this was way WAY easier than the flash version to work on, which certainly helps. Although art is very easy to add, so I'll gladly accept that any time! But either way, I'm just happy if you enjoy the game :3
And thank you very much for the offer! I don't want to promise any new content yet since I'm not sure how things'll pan out. Although I can say this was way WAY easier than the flash version to work on, which certainly helps. Although art is very easy to add, so I'll gladly accept that any time! But either way, I'm just happy if you enjoy the game :3
So happy to have this back! Thanks again. <3
Small bug - the game presumes you have a lot of items that you do not, like the gold thread from the mountain tiger, even on a new game! Something to keep an eye on. Edit: This can be used infinitely for money, yay exploits. :P
Additionally, "no popping" still ends with popping scenes when it comes to overeating defeats, at least in the hospital scenes.
Small bug - the game presumes you have a lot of items that you do not, like the gold thread from the mountain tiger, even on a new game! Something to keep an eye on. Edit: This can be used infinitely for money, yay exploits. :P
Additionally, "no popping" still ends with popping scenes when it comes to overeating defeats, at least in the hospital scenes.
Oh, oops. I put a conditional in the wrong place and somehow it did that instead of breaking the game entirely.
And also I changed how options worked and then forgot to go back and actually put that in.
Those should be fixed now! Thank you very much! I'm glad you're having fun with it :D
And also I changed how options worked and then forgot to go back and actually put that in.
Those should be fixed now! Thank you very much! I'm glad you're having fun with it :D
Thank you very much! And I definitely appreciate the offer, but I just don't really have enough time to move past it being a hobby. I might put up a donation link at some point since those were helpful for buying art and stuff, but I'm mostly motivated by how much people enjoy the game, and that's support enough for me :3
Woof, bad news on my end. I went through every species selection just to be sure, and out of all of them, only the Blue Jay option appears to be completely broken.
As someone who, as you could probably guess, would like to play as that species, fixing that would be wonderful to see. (Also correcting the spelling as Blue Jay would be nice, since a jay is an entire sub-species of bird, with a blue jay simply being a member of that family.)
As someone who, as you could probably guess, would like to play as that species, fixing that would be wonderful to see. (Also correcting the spelling as Blue Jay would be nice, since a jay is an entire sub-species of bird, with a blue jay simply being a member of that family.)
So, while playing, I did notice a couple of things that seem out of place.
First, I got knocked unconscious by a sausage man and got transported to a hospital error message. Considering it literally says to let you know if that happened, I figured it would be important.
Secondly, there seems to be a coding bug with the storeroom, as my blue jay adventurer keeps stuffing food into his "$mouth." I do not believe this is supposed to be what is being said here.
Third, I know for a fact that in the Flash game, slimes deplete their own health while feeding you. And while this is true for both the blueberry and honey slimes, it seems the lemon slimes do not have this implemented. I don't know if this intentional or not, but I wanted to bring attention to it.
Finally, I don't know if this affects all birds or just the blue jays, but it seems that their coat is called "feather" by default instead of "feathers." I fixed it on my end, but this should probably be edited.
First, I got knocked unconscious by a sausage man and got transported to a hospital error message. Considering it literally says to let you know if that happened, I figured it would be important.
Secondly, there seems to be a coding bug with the storeroom, as my blue jay adventurer keeps stuffing food into his "$mouth." I do not believe this is supposed to be what is being said here.
Third, I know for a fact that in the Flash game, slimes deplete their own health while feeding you. And while this is true for both the blueberry and honey slimes, it seems the lemon slimes do not have this implemented. I don't know if this intentional or not, but I wanted to bring attention to it.
Finally, I don't know if this affects all birds or just the blue jays, but it seems that their coat is called "feather" by default instead of "feathers." I fixed it on my end, but this should probably be edited.
Ah, I believe I managed to find a way to break the game, as some weird stuff is now happening.
So, I used a stretchy fruit to combat the witch since I was already pretty full going in, and I was almost defeated anyway. Luckily, I was able to defeat her and managed to get out of the forest quickly afterwards, immediately heading for home to sleep it off.
Naturally, the stretchy fruit wore off, and I was apparently so full that I was supposed to be dead, since I was at 0 at that point. However, since I was still active, I went ahead and slept some more until my belly wasn't trying to kill me.
That being said, I ended up coming up to a problem once I finally got to the point of leaving the house. Mainly, my Inventory is now gone, and I can't enter certain facilities anymore, such as the restaurant.
This actually seems to be a pretty big bug that should be taken care of.
Also, on a less serious note, I captured a couple of forest ambiances that had misspellings in them.
"Still largely in the grasp of contented silence, the forest starts showins signs of entering its dusky phase with urgent rustling in the underbrush..."
"Neither the huntes nor they quarry could be seen in the gathering dark..."
Those should probably be tidied up as well.
So, I used a stretchy fruit to combat the witch since I was already pretty full going in, and I was almost defeated anyway. Luckily, I was able to defeat her and managed to get out of the forest quickly afterwards, immediately heading for home to sleep it off.
Naturally, the stretchy fruit wore off, and I was apparently so full that I was supposed to be dead, since I was at 0 at that point. However, since I was still active, I went ahead and slept some more until my belly wasn't trying to kill me.
That being said, I ended up coming up to a problem once I finally got to the point of leaving the house. Mainly, my Inventory is now gone, and I can't enter certain facilities anymore, such as the restaurant.
This actually seems to be a pretty big bug that should be taken care of.
Also, on a less serious note, I captured a couple of forest ambiances that had misspellings in them.
"Still largely in the grasp of contented silence, the forest starts showins signs of entering its dusky phase with urgent rustling in the underbrush..."
"Neither the huntes nor they quarry could be seen in the gathering dark..."
Those should probably be tidied up as well.
So I think that should be pretty easy to fix (in the short term). You just have to go get defeated in some fashion, and then that should reset everything properly. Although I still have to fix how stretchy fruit's effects work. But currently your state is set to "defeated" because your hp hit 0, so once you go through an actual "Defeat" scenario then it should reset when you wake up at the hospital or church.
And thanks for the reports!
And thanks for the reports!
I found the same text again, and it seems you didn't get both misspellings of the second one.
"Neither the hunters nor they quarry could be seen in the gathering dark..."
It's supposed to be "their."
Also, another misspell while I found that.
"...wary scuttling of the deer and the yawning calls of predators awaking from their siestas and getting up for the evening hunt."
"Awakening" is the correct word to use here.
I'll keep you notified if I find any more spelling errors.
"Neither the hunters nor they quarry could be seen in the gathering dark..."
It's supposed to be "their."
Also, another misspell while I found that.
"...wary scuttling of the deer and the yawning calls of predators awaking from their siestas and getting up for the evening hunt."
"Awakening" is the correct word to use here.
I'll keep you notified if I find any more spelling errors.
Yep, got another issue, this time with the well in the hills.
I put in 30 gold, and it seems both the success and failure results have coding issues, as they both refer to holding your new fat in your $phands, and watching the water splash around your $pfeet, respectively.
If it helps, I'm running a pterodactyl adventurer in this scenario.
I put in 30 gold, and it seems both the success and failure results have coding issues, as they both refer to holding your new fat in your $phands, and watching the water splash around your $pfeet, respectively.
If it helps, I'm running a pterodactyl adventurer in this scenario.
This next thing isn't exactly a problem or anything, but rather a nitpick with how a certain scenario is handled.
When you have the option to go the the gingerbread house, you're given the option to either go to the house or turn around and head back into the woods, giving the prompt that you shouldn't mess with other people's property.
However, when you get this same message when encountering the storehouse, it just boots you back to the opening entrance scenario.
In my honest opinion, if you decide to immediately book it from the storehouse, I should imagine that it would direct to the same message used for the gingerbread house to have the adventurer not wanting to mess with other people's property. Does this make sense?
When you have the option to go the the gingerbread house, you're given the option to either go to the house or turn around and head back into the woods, giving the prompt that you shouldn't mess with other people's property.
However, when you get this same message when encountering the storehouse, it just boots you back to the opening entrance scenario.
In my honest opinion, if you decide to immediately book it from the storehouse, I should imagine that it would direct to the same message used for the gingerbread house to have the adventurer not wanting to mess with other people's property. Does this make sense?
That's sort of fair. Although on some level I want to remove more of those transitiony scenes. Nothing actually happens except a single line of text and the player has to do an extra click for nothing. Although that said, I made a system where I could add text to the next scene that gets loaded, so I might try to implement that in more places so there can be more descriptions bu less clicking.
Encountered a problem with the captive adventurer in the grasslands.
When I walked up to him, it did plainly say the adventurer was an anthro lion. However, when asking who put them in there, they change to an elephant (described as a pachyderm, so I'm guessing) and is now a female. And when asking what's happening to them, they turn back into a male, but is now a rhino.
I...think that is wrong. On multiple counts.
When I walked up to him, it did plainly say the adventurer was an anthro lion. However, when asking who put them in there, they change to an elephant (described as a pachyderm, so I'm guessing) and is now a female. And when asking what's happening to them, they turn back into a male, but is now a rhino.
I...think that is wrong. On multiple counts.
Just found another minor spelling error. When dealing with the syrup vine adventurer event with popping on, you duck to take cover from whomever exploded, and then the text reads as follows:
"You pause in surprise for a moment before you carefully creep forawrd and survey the scene."
"You pause in surprise for a moment before you carefully creep forawrd and survey the scene."
I don't think I've clicked a new post this fast before...I'm incredibly happy you decided to update this to non-flash format so it can properly be played again, cause I miss playing it! I do wish you great luck on future projects and the recent one you're working on, cause I played that too and enjoyed it!
I had a quick thing if okay? During the inn-keepers quest in western town, when I come back to the inn to give him the three yellow slimes, he seems to disappear from the inn. I tried both computer and mobile and gives me the same thing. I saw that a comment above mine had a similar concern about the slime quest, so that’s why I thought I’d ask.
More or less. Notes work too, although asking here let's other people know if a question has already been asked. Although I think the page starts getting difficult to load when there's too many comments but uhhhh, I'll cross that bridge when we come to it.
And I think that enemy is supposed to always be female...? I think it might've been intended to be female by default, and I didn't really account for characters that were meant to be one thing but could be either... So I'll have to do a little more tinkering. Thank you very much!
And I think that enemy is supposed to always be female...? I think it might've been intended to be female by default, and I didn't really account for characters that were meant to be one thing but could be either... So I'll have to do a little more tinkering. Thank you very much!
Oh wait, also working at the restaurant is just a daily quest sort of thing. So once a day you can wash dishes or whatever, and then at midnight that quest is removed from your questlog so you can go do it again. It's not actually part of a line or anything, if that's what you mean.
So if you click on "patch notes" in the panel on the left, it should pop up with a list of patch notes where there's a link to remove that bugged quest. If you click that link, you should be able to go get the quest again and complete it normally. If that doesn't work let me know! You may also have to refresh the page
I'm not sure resting works the same as it used to. Resting only reduces the contents of your stomach by 1 per rest in the early game; sometimes it doesn't go down at all when you hit rest. I have memories of it taking a lot less time to rest and digest the contents of your stomach.
I'm almost certain it took a little over half a dozen clicks of rest, as opposed to several dozen in the original. Even sleeping only seems to knock out only a quarter of your stomach capacity.
I haven't had the ability to test this at higher stomach capacities yet as I'm still in the early game, but hopefully your stomach empties based on a percentage rather than an absolute amount because I can see it getting pretty tedious to rest off food at higher capacities.
I'm almost certain it took a little over half a dozen clicks of rest, as opposed to several dozen in the original. Even sleeping only seems to knock out only a quarter of your stomach capacity.
I haven't had the ability to test this at higher stomach capacities yet as I'm still in the early game, but hopefully your stomach empties based on a percentage rather than an absolute amount because I can see it getting pretty tedious to rest off food at higher capacities.
Hmmm, I'm not sure. You basically digest at the rate of 75% of your stomach capacity every 24 hours. So if for instance you had a stomach capacity of 10 then resting should digest 0.3125 units worth of food, so the displayed number might not change, but the percentage should. And if your capacity was 100 you'd digest 3.125 worth. And sleeping is just resting 8 times, which would be exactly 25% as you say. That should all be the same percentages as the original game though.
Might just be misremembering. :3
I have however stumbled on an actual bug. I've defeated the milk machine twice but it doesn't seem to want to advance the quest.
https://imgur.com/a/FgD5lxh
I have however stumbled on an actual bug. I've defeated the milk machine twice but it doesn't seem to want to advance the quest.
https://imgur.com/a/FgD5lxh
One other thing I know for sure has changed. Even at minimum fatness and weight, if your stomach is full it's impossible to fit in through the window to the shack in the woods that has food. I remember you had to be pretty significantly fat and full to not be able to get through, but now it seems to be potentially based on your fullness rather than your fatness as well? Not sure if that was an intentional or unintended change.
That was actually a different issue. I just had a ">" instead of a "<", so it just did the calculation backwards. That should be fixed now unless I made a new mistake. But the check is based on waist diameter, which should be calculated the same, except I actually added inflation to the calculation because apparently it just ignored that entirely before. (Also I need to redo waist diameter calculation entirely because the math I used was completely insane)
Thank you!
Also it was complete madness! Although that said, working in Twine is several orders of magnitude easier than flash was. It's massively massively easier working in Twine. Aside from the fact that my grip on html coding is extremely loose. But as far as engine stuff, Twine is a dream compared to flash. A massive component on what burned me out before was that I basically had no grip on how my game worked holistically in flash, but Twine basically solved all those problems. So it was definitely a bit of an ordeal, although it was more cathartic than anything to finally go through everything and rearrange it in a manner that actually made sense to me :3
Also it was complete madness! Although that said, working in Twine is several orders of magnitude easier than flash was. It's massively massively easier working in Twine. Aside from the fact that my grip on html coding is extremely loose. But as far as engine stuff, Twine is a dream compared to flash. A massive component on what burned me out before was that I basically had no grip on how my game worked holistically in flash, but Twine basically solved all those problems. So it was definitely a bit of an ordeal, although it was more cathartic than anything to finally go through everything and rearrange it in a manner that actually made sense to me :3
Hmmmm, are you on patch version "0.61c"? I just uploaded a new version a few minutes ago, so you might have to refresh the page. I just did a quick fix because the error was obvious, so I may have to dig deeper if it's still not working. Did you get a scene that said "Kieras smiles as you hand over the third and final set of chain-mail..." etc.? You should've gotten the Myst chainmail.
I'm about level 61 and having a lot of fun with the game so far! I did seem to get two copies of the quest Wizard's Notebook. Not sure if that's supposed to happen
Also I have a feeling I'm in endgame. Is there an actual end to the game? Do you know how many quests are in the game currently?
Also I have a feeling I'm in endgame. Is there an actual end to the game? Do you know how many quests are in the game currently?
There's 28 total quests, although that includes the "daily" quests at the restaurant and smithy, and 2 of the quests just track whether you're on good or bad terms with the experiments in the mountains, so you're only ever going to have one or the other of those.
And there's not really an endgame, for better or worse! The game was sort of designed with the intention of being kind of sprawling and experiential, so there's not really an "ending". But if you want to count it by quests then there's essentially 27 of them you can have completed at one time.
And thanks for the report on the notebook! There's a lot of quest stuff I have to clean up X3
And there's not really an endgame, for better or worse! The game was sort of designed with the intention of being kind of sprawling and experiential, so there's not really an "ending". But if you want to count it by quests then there's essentially 27 of them you can have completed at one time.
And thanks for the report on the notebook! There's a lot of quest stuff I have to clean up X3
Ah ok! Thanks!! It looks like I'm missing 3 or 4 quests, gonna try to hunt for them. I'm having alot of fun just working on slowly making myself fatter at this point, its very satisfying! The sprawl is fun but I think eventually it would be nice to have an option or an event to end the game
Thank you very much! I'm glad you've been enjoying it! Also the quest problems should be fixed now, although you might have to refresh the page. Honestly, I'm not 100% sure how that works now. But if it says "version 0.61c" on the left bar thing near the bottom then those quests should hopefully be working now.
Although the getting stuck in the jungle thing is new information to me. What happened there, and stuck how?
Although the getting stuck in the jungle thing is new information to me. What happened there, and stuck how?
I've encountered this issue, too. Once you enter the jungle, there appears to be no way out of it, when there's clearly supposed to be an exit out of the jungle, but you always get encounters with the enemies that inhabit the jungle, and seemingly no events related to the jungle.
Another minor hiccup. In this text, it states I am 0 pounds, despite being almost 1000 pounds.
https://i.imgur.com/GiOxJdR.png
https://i.imgur.com/GiOxJdR.png
Ok i switched to the windows EXE version of the game and a lot of issues seem to be fixed, even ones i didn’t know were bugs before (stamina running out doesn’t do anything, no popping switch didn’t do anything, slime cube quest also broke at some point.) if it helps, i was running the game on my ipad browser (safari). I guess the game just breaks a lot of you play it on there. Don’t do that. I’m having a much more fun time now, the sampson quest descriptions are very very cute!
I don't really use my Furaffinity account much more- mostly I'm on Ekas, even if my focus still is furs- but I'm shocked and so happy to see this shifted to Twine. It was always my favorite game when I was younger, and it's amazing to see it working even with Flash dead!
Yo, after doing Sampson's first quests and getting a reward from his bag, his following quests don't give any rewards.
And when hurting blueberry slimes, every so often it gives me an error and automatically kills the berry.
Also, when trying to collect a Whole Slime for the Samples quest, even after removing the debugged quest, I still can *only* collect small samples instead of whole slimes.
And when hurting blueberry slimes, every so often it gives me an error and automatically kills the berry.
Also, when trying to collect a Whole Slime for the Samples quest, even after removing the debugged quest, I still can *only* collect small samples instead of whole slimes.
So the Sampson thing I think also happened in the original game? As I was converting things over, I found a comment telling me that I never added the other rewards in. So while that's definitely something I have to fix, I think it at least predates this version.
Also do you remember what the error message was when you killed the blueberry slime?
And on the slime quest, there should be a combat option to "Capture" the slime, between "Run" and "Wait". You'll still get the sample if you kill it, which I should fix, but there should be another option to capture it.
Also do you remember what the error message was when you killed the blueberry slime?
And on the slime quest, there should be a combat option to "Capture" the slime, between "Run" and "Wait". You'll still get the sample if you kill it, which I should fix, but there should be another option to capture it.
On the Blueberry slime I don't remember. And for whatever reason that error hasn't replicated itself? It happened about 7 times or so, enough to warrant me posting about it, and then, I haven't found it again?? Coding go brr I guess.
And, I saw the Capture button after refreshing my browser and clicking the "Fix quest" button, in case I started my save after the fix.
BUT, I have one more error I found in the meantime!
With a few enemies that were previously undevourable, the Devour button appears, and whenever I press it, thinking you added it in or something, it immediately says, and this is a straight quote; "Error in the enemy AI" with no error code or anything else. Not even an error button, it just writes in as bold, or unbolded text. Enemies I've encountered this that I can recall in no particular order are:
Honey Slime, Blueberry Slime, Water Elemental, Dryad(I forgot their proper enemy name but the blueberry-inflicting enemy in the forest), Wildling Shaman, Wildling Ritualist, and Hydra.
And, I saw the Capture button after refreshing my browser and clicking the "Fix quest" button, in case I started my save after the fix.
BUT, I have one more error I found in the meantime!
With a few enemies that were previously undevourable, the Devour button appears, and whenever I press it, thinking you added it in or something, it immediately says, and this is a straight quote; "Error in the enemy AI" with no error code or anything else. Not even an error button, it just writes in as bold, or unbolded text. Enemies I've encountered this that I can recall in no particular order are:
Honey Slime, Blueberry Slime, Water Elemental, Dryad(I forgot their proper enemy name but the blueberry-inflicting enemy in the forest), Wildling Shaman, Wildling Ritualist, and Hydra.
I think I might've fixed the blueberry slime thing while I was fixing something else.
For at least the honey slime I definitely found the error, although I think for most of the other ones that option definitely shouldn't be showing up? Although either way, I think the next patch should have a fix that should resolve it either way.
For at least the honey slime I definitely found the error, although I think for most of the other ones that option definitely shouldn't be showing up? Although either way, I think the next patch should have a fix that should resolve it either way.
The Ocean area doesn't seem to be working correctly; every event I've had there has been an enemy. Similarly, many events seem to be missing from the Jungle.
Additionally, the Orca enemies' weight-reduction isn't wearing off - my current character is currently somewhere in the vicinity of -250 kg - and the Fullness produced by Bloat Venom or inflation just sticks around permanently until you're defeated (though I haven't tested a Void Onyx yet).
Additionally, the Orca enemies' weight-reduction isn't wearing off - my current character is currently somewhere in the vicinity of -250 kg - and the Fullness produced by Bloat Venom or inflation just sticks around permanently until you're defeated (though I haven't tested a Void Onyx yet).
Thank you very much! And I think most of the quest issues should be fixed now, if you refresh the page. Although if you're slime quest part 3 is bugged you'll have to click on the "Patch notes" link in the left sidebar and then click on the link in there that'll remove the bugged quest.
And your character description does change with strength! Although apparently by the time the long character descriptions were added in it was after people had really high stats, cause you have to hit 50 strength to get out of the first tier, and the other 2 tiers are each 100 higher than that, so I might have to rebalance how those are handled.
Either way, thank you very much for the feedback and I'm really glad you're enjoying the game :D
And your character description does change with strength! Although apparently by the time the long character descriptions were added in it was after people had really high stats, cause you have to hit 50 strength to get out of the first tier, and the other 2 tiers are each 100 higher than that, so I might have to rebalance how those are handled.
Either way, thank you very much for the feedback and I'm really glad you're enjoying the game :D
Thank you so much for bringing this wonderful game back to life!
Wuff's been getting a few odd errors in it. Thought you ought to know.
1) When capturing the 2nd Blueberry Slime, this error came up at what seemed to be the success point:
Error: <<enemyAction>>: error within widget code (Error: <<enemyAction>>: error within widget code (Error: <<if>>: bad conditional expression in <<if>> clause: alive is not defined))
The slime doesn't appear to have been added to inventory.
2) When casting "Bark Skin", this error appears and new armor stat doesn't change:
Your skin hardens. Error in the tempBuff code!!!
3) Sometimes enemies seem to defeat you, even if the text says their attack missed. Was trying to capture another blueberry slime. Was at ~ 105% fullness and nearly full health when this attack appeared:
"The slime monster draws back in on itself before firing a blast of slime towards you. If it was aiming at your mouth though, it appears to have missed.
Enemy health -4
(Agility -7)
The blast still manages to hit your legs, causes them to become sticky and hard to move. "
Followed by health dropping to 0 and a note that the slime had won and overfed by +39 points. The 39 definitely overfilled me, but not sure how I was defeated to reach that point.
Levels do seem a bit off as well, as my level 19 char is routinely beaten in 2 attacks by a level 9 foe in the jungle. Char is wearing battlemage armor and wielding a warhammer. Stats are 55 str, 35 agi, 40 End, and 51 IQ, w/155 HP.
In any event, having a wonderful time playing this again! Thanks so much! (HUGS)
Wuff's been getting a few odd errors in it. Thought you ought to know.
1) When capturing the 2nd Blueberry Slime, this error came up at what seemed to be the success point:
Error: <<enemyAction>>: error within widget code (Error: <<enemyAction>>: error within widget code (Error: <<if>>: bad conditional expression in <<if>> clause: alive is not defined))
The slime doesn't appear to have been added to inventory.
2) When casting "Bark Skin", this error appears and new armor stat doesn't change:
Your skin hardens. Error in the tempBuff code!!!
3) Sometimes enemies seem to defeat you, even if the text says their attack missed. Was trying to capture another blueberry slime. Was at ~ 105% fullness and nearly full health when this attack appeared:
"The slime monster draws back in on itself before firing a blast of slime towards you. If it was aiming at your mouth though, it appears to have missed.
Enemy health -4
(Agility -7)
The blast still manages to hit your legs, causes them to become sticky and hard to move. "
Followed by health dropping to 0 and a note that the slime had won and overfed by +39 points. The 39 definitely overfilled me, but not sure how I was defeated to reach that point.
Levels do seem a bit off as well, as my level 19 char is routinely beaten in 2 attacks by a level 9 foe in the jungle. Char is wearing battlemage armor and wielding a warhammer. Stats are 55 str, 35 agi, 40 End, and 51 IQ, w/155 HP.
In any event, having a wonderful time playing this again! Thanks so much! (HUGS)
Okay, figured out the defeat one - - foe was dropping agility below zero. So that's working as intended.
However, encountered another odd thing: "Fullness" seems to get stuck at times. For example, mine is currently reading 73/100 (73%). No amount of resting, sleeping, exercise, etc., will cause it to drop below that 73 "set point", though eating and similar things will raise it. However, it only goes back down to 73 afterward.
Only want I've found to get it reset back to zero is to go above 130% fullness and end up in hospital, which drops fullness to 0 when the char recovers.
However, encountered another odd thing: "Fullness" seems to get stuck at times. For example, mine is currently reading 73/100 (73%). No amount of resting, sleeping, exercise, etc., will cause it to drop below that 73 "set point", though eating and similar things will raise it. However, it only goes back down to 73 afterward.
Only want I've found to get it reset back to zero is to go above 130% fullness and end up in hospital, which drops fullness to 0 when the char recovers.
That should hopefully be fixed if you refresh the page. I just forgot to add deflation to the game, so whenever you got inflated it stayed that way. I also only got rid of inflation volume when you got defeated, but forgot about inflation mass, so you could end up with permanent negative weight. But! Those should both be fixed now if you refresh the page. Unless something else has gone wrong!
Thank you very much!
The first 2 things should be fixed with the next patch! And the 3rd thing you figured out, although I should definitely add some sort of notification for it, because it's definitely confusing otherwise.
And yeah, you're definitely right about the level thing. I never really knew how to balance those things properly, especially because there's a lot of ways to build your character. The enemy levels are mostly there so you know their relative strength, since higher levels should at least be stronger than weaker enemies. But yeah, it's definitely something I should revisit at some point X3
Thanks for the feedback and I'm so glad you've been enjoying the game :D
The first 2 things should be fixed with the next patch! And the 3rd thing you figured out, although I should definitely add some sort of notification for it, because it's definitely confusing otherwise.
And yeah, you're definitely right about the level thing. I never really knew how to balance those things properly, especially because there's a lot of ways to build your character. The enemy levels are mostly there so you know their relative strength, since higher levels should at least be stronger than weaker enemies. But yeah, it's definitely something I should revisit at some point X3
Thanks for the feedback and I'm so glad you've been enjoying the game :D
It appears that I have found an error. After being defeated by the Star Shaman while being macro, I got this error:
"<<enemyAction>>: error within widget code (Error: cannot find a closing tag for macro <<if>>)"
Also, I can't seem to battle the Shaman Leader even after defeating the Glutton Separatists as the game just sends me back to the Jungle without giving me the option to battle the Shaman Leader.
"<<enemyAction>>: error within widget code (Error: cannot find a closing tag for macro <<if>>)"
Also, I can't seem to battle the Shaman Leader even after defeating the Glutton Separatists as the game just sends me back to the Jungle without giving me the option to battle the Shaman Leader.
Thanks for the reports! The star shaman thing should be fixed now if you refresh the page.
Same thing with the glutton separatist fight.
I also fixed the quest rewards for those map quests. Although that only affects newly started games, so I added a "Game fixes" link to the left bar that you can use to give yourself the item rewards for those quests.
And I'll have to look into the slime thing some more.
Thanks again for letting me know!
Same thing with the glutton separatist fight.
I also fixed the quest rewards for those map quests. Although that only affects newly started games, so I added a "Game fixes" link to the left bar that you can use to give yourself the item rewards for those quests.
And I'll have to look into the slime thing some more.
Thanks again for letting me know!
nice quick reply, thank!
for odd reasons, i was able to capture slimes but unable to do with it. as i tried to sell it, it appeared to be NaN gold, same for some event items as well. after sell one of those item, my gold became NaN
is there a way to sell multi items without have to do one by one?
for odd reasons, i was able to capture slimes but unable to do with it. as i tried to sell it, it appeared to be NaN gold, same for some event items as well. after sell one of those item, my gold became NaN
is there a way to sell multi items without have to do one by one?
Oh yeah. Quest items used to be handled separately, to there wasn't really a way to sell them. I'll have to rearrange them at some point.
And there's currently not a way to sell multiple items at once. So far I've tried to just convert over systems that already existed, but I'm going to have to tinker for a while to figure out a way to make that work properly.
In any case, thanks for the feedback!
And there's currently not a way to sell multiple items at once. So far I've tried to just convert over systems that already existed, but I'm going to have to tinker for a while to figure out a way to make that work properly.
In any case, thanks for the feedback!
that is fine with sell items. i fail to mention that i still have those quest items despite that i finished quests
mountain enemies: crazed muscular, crazed thin and crazed tough (maybe crazed magic too), some npc doesnt have species next to those crazed named
like this: Crazed Tough $npc1.Species
mountain enemies: crazed muscular, crazed thin and crazed tough (maybe crazed magic too), some npc doesnt have species next to those crazed named
like this: Crazed Tough $npc1.Species
Yeah, somebody also mentioned the "devour" thing. That should be fixed in the next patch.
Also I fixed the enemy names earlier, although I didn't know how patching would work at the time. So next update there should be a link under "Game fixes" you should be able to click to update enemy descriptors to be what they should be.
And yeah, I'm gonna have to do a little more work to make the slime quest items work properly. But hopefully that'll be figured out soon.
Thanks so much for the feedback!
Also I fixed the enemy names earlier, although I didn't know how patching would work at the time. So next update there should be a link under "Game fixes" you should be able to click to update enemy descriptors to be what they should be.
And yeah, I'm gonna have to do a little more work to make the slime quest items work properly. But hopefully that'll be figured out soon.
Thanks so much for the feedback!
there is few way to get it:
1- it was one of few rewards from Sampson and if u didnt use it, it can be used on him
2- buy book of crystals and read it when you have few unidentified gems. spectrum gem is rarest to acquire but when u get it, SCORE!
3- i have yet got it but i do recall during FLASH era, find and beat hydra in beach, it sometime drop it
4- u can acquire couple of unidentified gems from rescuing someone in grassland. it can also be found inside treasure chests.
those r top in my head atm, hope it helps
1- it was one of few rewards from Sampson and if u didnt use it, it can be used on him
2- buy book of crystals and read it when you have few unidentified gems. spectrum gem is rarest to acquire but when u get it, SCORE!
3- i have yet got it but i do recall during FLASH era, find and beat hydra in beach, it sometime drop it
4- u can acquire couple of unidentified gems from rescuing someone in grassland. it can also be found inside treasure chests.
those r top in my head atm, hope it helps
Small problem: The text for “run track” and “lift weights” are swapped
Major problem for later performance of game: you should add a lose and or change stat in order to work around a problem with clothing not fitting when coming to a certain point in the “Strength” stat
Worrying problem: If you have noticed the clothing can still be ruined even with the “gold thread” added on to the clothes.
Major problem for later performance of game: you should add a lose and or change stat in order to work around a problem with clothing not fitting when coming to a certain point in the “Strength” stat
Worrying problem: If you have noticed the clothing can still be ruined even with the “gold thread” added on to the clothes.
Took me a while to find the reversed text, but it should be fixed in the next patch.
Also whether clothes fit or not is also based on fat, food, and inflation, as well as strength. Although unless something has gone wrong, you should be able to tailor clothes so they fit.
And clothes breaking should be fixed in the next patch. You'll probably have to tailor them and use the golden thread on them again, but they should hopefully work after that?
Thank you very much for the feedback!
Also whether clothes fit or not is also based on fat, food, and inflation, as well as strength. Although unless something has gone wrong, you should be able to tailor clothes so they fit.
And clothes breaking should be fixed in the next patch. You'll probably have to tailor them and use the golden thread on them again, but they should hopefully work after that?
Thank you very much for the feedback!
Hey never played the game when it was on flash, but I really like it now! I know you'll be busy bug fixing for a while but if you ever do decide to add new content to the game, I have a suggestion. It takes a while before you can devour anything without exploding at the start of the game maybe you could add events for potentially less filling non-predator encounters when wondering the forests. chubby bunnies you can gulp down or try to follow back to their warrens, deer you need to do agility checks to chase down, etc
also, if your still accepting help from new writers I'd be happy to contribute.
also, if your still accepting help from new writers I'd be happy to contribute.
Thank you very much! And I know what you mean. The game wasn't actually made with player vore being possible. Although it was added pretty early in development. But there might be a way to do something like that at some point.
And I'm not quite ready to accept new content at the moment. I want to at least get the game to a stable state before I start adding things. And I sort of have a backlog of things to add. Although I did add some stuff written by Rev701, although that was mostly because I could easily slot it in to already existent content. Actual NEW new scenarios might be a long time in coming. But I'll definitely keep you in mind if the time comes up! Thank you very much! I'm glad you've been enjoying it!
And I'm not quite ready to accept new content at the moment. I want to at least get the game to a stable state before I start adding things. And I sort of have a backlog of things to add. Although I did add some stuff written by Rev701, although that was mostly because I could easily slot it in to already existent content. Actual NEW new scenarios might be a long time in coming. But I'll definitely keep you in mind if the time comes up! Thank you very much! I'm glad you've been enjoying it!
The bracelet isn't actually equipped. Basically the quest for it increases your stats. But there isn't actually an equipment slot for it currently. Although I might try to change that at some point.
Although now that you've mentioned it, it turns out I never actually implemented the effect of the bracelet! If you refresh the page after I post the next update, the bracelet should start working once your stats update for any reason.
Thanks very much for the feedback!
Although now that you've mentioned it, it turns out I never actually implemented the effect of the bracelet! If you refresh the page after I post the next update, the bracelet should start working once your stats update for any reason.
Thanks very much for the feedback!
Oh damn! That us so cool to see again! Loved messing around with this game, especially screwing with stats and modding via the save files. Great to see you bringing it up to date again, dude~!
Also, some things to point out after playing the current version (v0.61f) for the future:
Missing part: Need to be able to equip and unequip armor, clothes, and weapons (probably already noted, but I just wanted to point it out as well.)
Bug fix request -
1) The mountain hive becomes inescapable if you submit to the feeder ant outside of battle.
2) Gold thread is not working on clothes as intended (probably dependent one which ones, I don't know for sure) and you can't put clothes on tailored with gold thread right away, forcing you tailor them first and then apply gold thread.
3) West Town has an odd Rest selection glitch where you end up with two option fields for it instead one. It's minor, but I guess it might be worth looking into.
Feature request -
1) I think the witch's book from the gingerbread house could be either deciphered at a certain Intelligence level or could be taken to Smarty or the Cabal to be translated into new spells, upgrades, or such.
2) It's a mission by the milk stall owner that his cows get picked off by the wild animals of the grasslands and even get milked by the runamok milk machine, so maybe rare encounters could happen in the pasture (lions and cheetahs) and at the barn at night (the milk machine).
3) The option to take the tower wizards' notepad(s) to the cabal for the sake of an interaction option.
4) Smithee side adventure where once you work at the Armory long enough or intellect is high enough, he can either let you forge your own stuff or you can work under the other smithees that you encounter.
5) New quest that either leads into the forest or the hills that rewards you with another rare weapon or the materials for one that has you backtracking places.
Also, some things to point out after playing the current version (v0.61f) for the future:
Missing part: Need to be able to equip and unequip armor, clothes, and weapons (probably already noted, but I just wanted to point it out as well.)
Bug fix request -
1) The mountain hive becomes inescapable if you submit to the feeder ant outside of battle.
2) Gold thread is not working on clothes as intended (probably dependent one which ones, I don't know for sure) and you can't put clothes on tailored with gold thread right away, forcing you tailor them first and then apply gold thread.
3) West Town has an odd Rest selection glitch where you end up with two option fields for it instead one. It's minor, but I guess it might be worth looking into.
Feature request -
1) I think the witch's book from the gingerbread house could be either deciphered at a certain Intelligence level or could be taken to Smarty or the Cabal to be translated into new spells, upgrades, or such.
2) It's a mission by the milk stall owner that his cows get picked off by the wild animals of the grasslands and even get milked by the runamok milk machine, so maybe rare encounters could happen in the pasture (lions and cheetahs) and at the barn at night (the milk machine).
3) The option to take the tower wizards' notepad(s) to the cabal for the sake of an interaction option.
4) Smithee side adventure where once you work at the Armory long enough or intellect is high enough, he can either let you forge your own stuff or you can work under the other smithees that you encounter.
5) New quest that either leads into the forest or the hills that rewards you with another rare weapon or the materials for one that has you backtracking places.
Thank you so much!
And yeah, I definitely noticed the unequipping thing, but I didn't want to delay releasing it any longer and I have to figure out how I want to implement it. But that should be added in at some point soon.
1. It seems to be working correctly when I try it? There isn't a whole lot to that event. What's happening specifically when you get stuck there?
2. The gold thread stuff should be fixed once the new patch happens. Although you may have to use golden thread on the clothing again.
3. And oops, that was pretty easy to fix at least. Should be back to normal in the next patch. Although I'm going to rework how I do resting anyway.
Features
1. Yeah, I had vague plans for something like that, although I started adding user submitted content pretty early on and I never ended up exploring it further. Although it might come back in some form at some point.
2. Yeah, that definitely sounds like a good idea.
3. And yeah, that's also reasonable. Although those parts weren't written by me, so I didn't do too much planning with them. But that'd certainly make sense.
4. That also sounds like a reasonable idea, although it'd require a bit more writing.
5. And that's also certainly fair. The ability to vore enemies is sort of the backtracking reward, since you're unlikely to be able to do that successfully when you first get there. Although if you're not into that kind of thing then that makes it less of a reward. But it would be nice to have more stuff out there in general.
Thank you so much once again for all the feedback! I really appreciate how much effort you put into it!
And yeah, I definitely noticed the unequipping thing, but I didn't want to delay releasing it any longer and I have to figure out how I want to implement it. But that should be added in at some point soon.
1. It seems to be working correctly when I try it? There isn't a whole lot to that event. What's happening specifically when you get stuck there?
2. The gold thread stuff should be fixed once the new patch happens. Although you may have to use golden thread on the clothing again.
3. And oops, that was pretty easy to fix at least. Should be back to normal in the next patch. Although I'm going to rework how I do resting anyway.
Features
1. Yeah, I had vague plans for something like that, although I started adding user submitted content pretty early on and I never ended up exploring it further. Although it might come back in some form at some point.
2. Yeah, that definitely sounds like a good idea.
3. And yeah, that's also reasonable. Although those parts weren't written by me, so I didn't do too much planning with them. But that'd certainly make sense.
4. That also sounds like a reasonable idea, although it'd require a bit more writing.
5. And that's also certainly fair. The ability to vore enemies is sort of the backtracking reward, since you're unlikely to be able to do that successfully when you first get there. Although if you're not into that kind of thing then that makes it less of a reward. But it would be nice to have more stuff out there in general.
Thank you so much once again for all the feedback! I really appreciate how much effort you put into it!
Well, I think I'm more open to having user submissions at some point. Although I'm probably going to hold off on doing anything major until I can get the game into a more stable state. But I'll probably make a journal post once I'm ready to start working on other stuff. Thank you very much for the offer!
Ok, so these are the bugs and Typos I found so far
[Bugs & Glitches]
+The quest description for “Learning to smith” is missing, giving this as it’s description: “$quests[_i].description”
+The Small mana potion is mislabeled as a “small health potion” as it has a blue bottle symbol and the description of a small bottle with blue liquid inside.
+When the shaman grabbed me, some of the text didn’t present itself right
=Grab
The shaman fixes his piercing gaze on you and their lips begin to move soundlessly. You feel a breeze pick up and swirl fitfully around you, sweeping across your pfurBelly playerSpecies.fur. At the same time he brings his paws up as if holding a ball, and then slowly moves them closer together. The air around you seems to set like stone- you feel as though you’re clamped in the fingers of an invisible giant! You can’t move!
+A Typo or bug with the text for when you get to the next muscle text flavoring for 25 Fat
“You have a fit and flexible body of an outgoing girl who isn't afraid to act on her ambitions - especially if it involves exciting activities or travel. Most young men and a number of $p.boys as well find both your swift, measured motions intensely entrancing, and even the rest are comfortable to have someone light-footed still waltzing through the ranks of the increasingly portly populace of this land.You have a face with mercurial features, an elegant thin neck with sinews barely visible through the golden yellow fur, and shoulders that you keep straight without effort. Your arms may appear slender, but there is a firmness and agility to their texture, your toned chest has respectable bosoms decorating it, while your back is lithe, powerful, but smooth. When you've been fasting for a while, your stomach flattens a bit, but there is a bit of strength inside that is hinted at whenever you turn or bend down; your hips have a modest swell to them thanks to good nutrition and exercise, and your slightly padded behind is fairly firm. You walk with a sense of purpose and grace, and your fleet and springy legs have firm calves and toned lean thighs. Your legs are the definition of acrobatic litheness, and suggest their owner to be an accomplished runner or dancer.”
+Jug of Milk price on the Farm needs to be fixed to 7 Gold
+Need to remove Yellow Slime Chunks, and any other quests that give you unsellable quest-based items, as selling it causes the Gold counter to display [nan: number] and this error when looking at it in the cheats
Gold: Error: <<numberbox>>: default value "NaN" is neither a number nor can it be parsed into a number
[Typos]
+Food isn’t orientated right
+Agility, Mage’s Guild, Regeneration isn’t on it’s own paragraph, but I’m not sure if that was intentional or not
[Bugs & Glitches]
+The quest description for “Learning to smith” is missing, giving this as it’s description: “$quests[_i].description”
+The Small mana potion is mislabeled as a “small health potion” as it has a blue bottle symbol and the description of a small bottle with blue liquid inside.
+When the shaman grabbed me, some of the text didn’t present itself right
=Grab
The shaman fixes his piercing gaze on you and their lips begin to move soundlessly. You feel a breeze pick up and swirl fitfully around you, sweeping across your pfurBelly playerSpecies.fur. At the same time he brings his paws up as if holding a ball, and then slowly moves them closer together. The air around you seems to set like stone- you feel as though you’re clamped in the fingers of an invisible giant! You can’t move!
+A Typo or bug with the text for when you get to the next muscle text flavoring for 25 Fat
“You have a fit and flexible body of an outgoing girl who isn't afraid to act on her ambitions - especially if it involves exciting activities or travel. Most young men and a number of $p.boys as well find both your swift, measured motions intensely entrancing, and even the rest are comfortable to have someone light-footed still waltzing through the ranks of the increasingly portly populace of this land.You have a face with mercurial features, an elegant thin neck with sinews barely visible through the golden yellow fur, and shoulders that you keep straight without effort. Your arms may appear slender, but there is a firmness and agility to their texture, your toned chest has respectable bosoms decorating it, while your back is lithe, powerful, but smooth. When you've been fasting for a while, your stomach flattens a bit, but there is a bit of strength inside that is hinted at whenever you turn or bend down; your hips have a modest swell to them thanks to good nutrition and exercise, and your slightly padded behind is fairly firm. You walk with a sense of purpose and grace, and your fleet and springy legs have firm calves and toned lean thighs. Your legs are the definition of acrobatic litheness, and suggest their owner to be an accomplished runner or dancer.”
+Jug of Milk price on the Farm needs to be fixed to 7 Gold
+Need to remove Yellow Slime Chunks, and any other quests that give you unsellable quest-based items, as selling it causes the Gold counter to display [nan: number] and this error when looking at it in the cheats
Gold: Error: <<numberbox>>: default value "NaN" is neither a number nor can it be parsed into a number
[Typos]
+Food isn’t orientated right
+Agility, Mage’s Guild, Regeneration isn’t on it’s own paragraph, but I’m not sure if that was intentional or not
-I forgot that there actually wasn't a quest description for that quest. That should be fixed in the next patch. Although if you already have the quest then it should just show up as blank.
-And the mana potions should also be fixed in the next patch. Although I think you'll have to get rid of your old potions and then use the "Game fixes" link to fix the name permanently for all future potions.
-I think those shaman typos should be fixed already?
-And the player description error should be fixed in the next patch.
-Oh yeah. I changed how item stacking works so the gold value ended up wrong. I'm going to have to revisit a lot of how items work. That should be fixed in the next update though. Thank you very much!
-And yeah, I forgot to account for that in the inventory change. That should be fixed in the next update. At least as far as selling goes.
-And yeah, forgot to account for that too. There'll be a link under "Game fixes" in the next patch that should turn it back into a number.
-Also I'm not quite sure what you're describing with those typos.
In any case, thank you so very much for those reports! It's very greatly appreciated!
-And the mana potions should also be fixed in the next patch. Although I think you'll have to get rid of your old potions and then use the "Game fixes" link to fix the name permanently for all future potions.
-I think those shaman typos should be fixed already?
-And the player description error should be fixed in the next patch.
-Oh yeah. I changed how item stacking works so the gold value ended up wrong. I'm going to have to revisit a lot of how items work. That should be fixed in the next update though. Thank you very much!
-And yeah, I forgot to account for that in the inventory change. That should be fixed in the next update. At least as far as selling goes.
-And yeah, forgot to account for that too. There'll be a link under "Game fixes" in the next patch that should turn it back into a number.
-Also I'm not quite sure what you're describing with those typos.
In any case, thank you so very much for those reports! It's very greatly appreciated!
You're very welcome!
As for the typos, the orientations seemed off, like, Food was with a paragraph instead of above the Bold line, and Agility was with the Strength description, Mage's Guild... I forgot what that one was. Just a few things I saw that looked to need a quick fix. Sorry about that.
As for the typos, the orientations seemed off, like, Food was with a paragraph instead of above the Bold line, and Agility was with the Strength description, Mage's Guild... I forgot what that one was. Just a few things I saw that looked to need a quick fix. Sorry about that.
As promised, my report on the new design and bugs that I found.
Report for version 061f
#Design#
1-The pronoum selection in character creation is a good inclusion for inclusivity.
2-Species List in character creation should be sorted alphabetically.
3-The bottom menu with the level, weight, etc is kinda difficult to parse sometimes. After a while I started ignoring it entirely and opening up the status bar all the time.
4-The long description on the side-menu is welcome to avoid clicking on menus all the time to check yourself, but it also doesn't work on the menu because it causes a lot of scrolling and the font is miniscule. Maybe it would be better on a rollover above/below the main screen?
5-The directional grid will be missed TTnTT
6-One of the default settings for twine is to tweak/remove page fade, have you played around with that?
7-The biggest problem for me is that twine games often have the options you can choose jumping all over the place, as the new page is drawn. Your previous game had a static menu and that was great to navigate. Quest solves this putting all info in a scrollable main page, but then all the options are always at the bottom.
8-The scrollable inventory, however, is the best quality of life upgrade.
9-Second best quality of life upgrade is the undo button.
10-However the way item consumption from the inventory is working now with the alerts is quite cumbersome, because it needs you to click through a lot of screen to eat, and this is a game in which you eat a lot, and very often.
11-I really don't like the new method of talking. It seems somewhat random on what responses you get instead of the ordered dialogue from before, and because it doesn't keep a record of what was said before so you can easily forget what is going on.
12-The "not enough gold" filter in shop menus is a good improvement. It is direct and saves on clicking.
13-Just noticed that it is impossible to rest in the farm, which used to be useful for when waiting for the quest-givers.
14-Was the spawn-rate of low level enemies in the grasslands and forest tweaked? It seems super hard to find lions and cheetahs and slimes to complete the first quests for some reason
15-The key items tab was good and should be re-implemented.
#Bugs#
-Images are sometimes missing or broken on the sidemenu. -> Character creation, your house.
-The tropical shirt never fits
-Sometimes the Inventory button on the left menu disappears. It seems this happens when you are supposed to be defeated by fullness, like when the stretchy fruit buff runs out, but you are outside of combat. The game will let you continue walking with 0 HP, until you start getting less full and healing again, but the inventory and spells are disabled until you encounter an enemy, then you lose immediatelly regardless of your health.
-Sometimes the ongoing effect messages like bloat venom push the options formatting to the side
-"Error: <<enemyAction>>: error within widget code (Error: cannot find a closing tag for macro <<if>>)" when losing to shaman in the jungle by fullness.
-"Error: cannot find a closing tag for macro <<if>>" in side menu.
-Deadlock in the ants event. Doesn't give options back to the player after +30 Str
-"Error in enemy ai" when devour wise wildling shaman/gelatinous cube
Report for version 061f
#Design#
1-The pronoum selection in character creation is a good inclusion for inclusivity.
2-Species List in character creation should be sorted alphabetically.
3-The bottom menu with the level, weight, etc is kinda difficult to parse sometimes. After a while I started ignoring it entirely and opening up the status bar all the time.
4-The long description on the side-menu is welcome to avoid clicking on menus all the time to check yourself, but it also doesn't work on the menu because it causes a lot of scrolling and the font is miniscule. Maybe it would be better on a rollover above/below the main screen?
5-The directional grid will be missed TTnTT
6-One of the default settings for twine is to tweak/remove page fade, have you played around with that?
7-The biggest problem for me is that twine games often have the options you can choose jumping all over the place, as the new page is drawn. Your previous game had a static menu and that was great to navigate. Quest solves this putting all info in a scrollable main page, but then all the options are always at the bottom.
8-The scrollable inventory, however, is the best quality of life upgrade.
9-Second best quality of life upgrade is the undo button.
10-However the way item consumption from the inventory is working now with the alerts is quite cumbersome, because it needs you to click through a lot of screen to eat, and this is a game in which you eat a lot, and very often.
11-I really don't like the new method of talking. It seems somewhat random on what responses you get instead of the ordered dialogue from before, and because it doesn't keep a record of what was said before so you can easily forget what is going on.
12-The "not enough gold" filter in shop menus is a good improvement. It is direct and saves on clicking.
13-Just noticed that it is impossible to rest in the farm, which used to be useful for when waiting for the quest-givers.
14-Was the spawn-rate of low level enemies in the grasslands and forest tweaked? It seems super hard to find lions and cheetahs and slimes to complete the first quests for some reason
15-The key items tab was good and should be re-implemented.
#Bugs#
-Images are sometimes missing or broken on the sidemenu. -> Character creation, your house.
-The tropical shirt never fits
-Sometimes the Inventory button on the left menu disappears. It seems this happens when you are supposed to be defeated by fullness, like when the stretchy fruit buff runs out, but you are outside of combat. The game will let you continue walking with 0 HP, until you start getting less full and healing again, but the inventory and spells are disabled until you encounter an enemy, then you lose immediatelly regardless of your health.
-Sometimes the ongoing effect messages like bloat venom push the options formatting to the side
-"Error: <<enemyAction>>: error within widget code (Error: cannot find a closing tag for macro <<if>>)" when losing to shaman in the jungle by fullness.
-"Error: cannot find a closing tag for macro <<if>>" in side menu.
-Deadlock in the ants event. Doesn't give options back to the player after +30 Str
-"Error in enemy ai" when devour wise wildling shaman/gelatinous cube
1-Thank you so much! I'm really happy with how the changes to character descriptions have worked out overall!
2-That should probably be fixed in the next update. I have them arranged by "type" (Aquatic/Avian/etc.), although I should definitely take the time to actually alphabetize them.
3-There's a lot of ui elements I'd like to rearrange. That's just approximately where they were before. I definitely want to change how that's arranged though.
4-That was another thing that I wasn't really sure how it'd be received. There's other stuff I'd like to do with that screen real estate, although I know people really liked those descriptions. I might move that to the bottom of the screen instead of the weird stats.
5-That was one thing I sort of liked. Although actually getting it to work properly on my end was an exercise in insanity. Although I might be able to figure out some way to bring it back someday
6-I think I made the fade shorter. I had it removed during testing, but it was sort of jarring. It's probably worth further investigation. If I was smarter I could probably make it a user setting, but I haven't quite figured out how html really works.
7-That was another thing I thought would be an issue. I sort of want to move them over to the right bar where the description is now. Although I'd have to do some work to figure out how to do that right. But I think that might be better?
8-That was a massive improvement on my end also. The 9 button thing was nice for movement, but for basically anything else it was completely terrible, especially for lists of things longer than 9. I'm glad it's being well received.
9-Also true. I sort of wanted to remove it since you can essentially "save scum" with it, although I don't think that really matters. It's not like this is a super skill based game or anything X3
10-That's certainly fair. I didn't get super fancy with the inventory because I didn't want to make it too complicated, but I could definitely streamline how it works. I added the "eat 10" option, which should sort of help, but it could definitely be improved.
11-Unless I did something particularly weird, talking to people should be exactly identical to how it worked before. It starts at statement 1, cycles through their statements, then goes back to the beginning again. I'm pretty sure all the dialogue should work identically to how it did before?
12-Thank you very much! There's still several improvements that could be made, but I think that was a convenient fix.
13-Whoops, forgot about that. I had to change how resting works entirely anyway for this game, and I'm planning on changing it again, so hopefully pretty soon resting should work in a more sensible fashion.
14-Spawn rates should be identical to how they always were, which is to say unfortunately random. I had a complicated for "semi-randomizing" events, and I think I made a better one for special events, but I still haven't made one for enemies yet. That's probably something I should be able to fix soon so enemies happen in a more predictable pattern and less of a completely random one where you can go 20 fights and just get really unlucky.
15-Yeah, that's certainly fair. I changed the inventory in a number of ways so I didn't want to make too many subdivisions yet, but that's probably something I add back in at some point.
Bugs
-I'm not quite sure what you mean by images missing?
-Tropical shorts seem to work on my end? Although I did have a problem with clothes enhanced with the golden thread which should be fixed in the next patch.
-The buttons are supposed to go away when you're "defeated", although the stretchy fruit buff is supposed to work in a way where the effect continues if ending would make you go to 0 max hp. Although the math is super weird, so I'll have to revisit that to make it work properly.
-I'm also not quite sure what you mean by the options formatting and the bloat venom?
-I think the problem with the jungle shaman should be fixed in the next patch. I might've fixed it already? Either way, should be fixed in the next patch at least.
-I finally found what you meant with the ants event. I actually forgot you even could survive that. It should be fixed in the next update.
-And yeah, somebody mentioned the "devour" problem also. It should be fixed in the next patch?
Thank you so very much for all the wonderful feedback! It means so much to me that you'd take the time to write it all out!
2-That should probably be fixed in the next update. I have them arranged by "type" (Aquatic/Avian/etc.), although I should definitely take the time to actually alphabetize them.
3-There's a lot of ui elements I'd like to rearrange. That's just approximately where they were before. I definitely want to change how that's arranged though.
4-That was another thing that I wasn't really sure how it'd be received. There's other stuff I'd like to do with that screen real estate, although I know people really liked those descriptions. I might move that to the bottom of the screen instead of the weird stats.
5-That was one thing I sort of liked. Although actually getting it to work properly on my end was an exercise in insanity. Although I might be able to figure out some way to bring it back someday
6-I think I made the fade shorter. I had it removed during testing, but it was sort of jarring. It's probably worth further investigation. If I was smarter I could probably make it a user setting, but I haven't quite figured out how html really works.
7-That was another thing I thought would be an issue. I sort of want to move them over to the right bar where the description is now. Although I'd have to do some work to figure out how to do that right. But I think that might be better?
8-That was a massive improvement on my end also. The 9 button thing was nice for movement, but for basically anything else it was completely terrible, especially for lists of things longer than 9. I'm glad it's being well received.
9-Also true. I sort of wanted to remove it since you can essentially "save scum" with it, although I don't think that really matters. It's not like this is a super skill based game or anything X3
10-That's certainly fair. I didn't get super fancy with the inventory because I didn't want to make it too complicated, but I could definitely streamline how it works. I added the "eat 10" option, which should sort of help, but it could definitely be improved.
11-Unless I did something particularly weird, talking to people should be exactly identical to how it worked before. It starts at statement 1, cycles through their statements, then goes back to the beginning again. I'm pretty sure all the dialogue should work identically to how it did before?
12-Thank you very much! There's still several improvements that could be made, but I think that was a convenient fix.
13-Whoops, forgot about that. I had to change how resting works entirely anyway for this game, and I'm planning on changing it again, so hopefully pretty soon resting should work in a more sensible fashion.
14-Spawn rates should be identical to how they always were, which is to say unfortunately random. I had a complicated for "semi-randomizing" events, and I think I made a better one for special events, but I still haven't made one for enemies yet. That's probably something I should be able to fix soon so enemies happen in a more predictable pattern and less of a completely random one where you can go 20 fights and just get really unlucky.
15-Yeah, that's certainly fair. I changed the inventory in a number of ways so I didn't want to make too many subdivisions yet, but that's probably something I add back in at some point.
Bugs
-I'm not quite sure what you mean by images missing?
-Tropical shorts seem to work on my end? Although I did have a problem with clothes enhanced with the golden thread which should be fixed in the next patch.
-The buttons are supposed to go away when you're "defeated", although the stretchy fruit buff is supposed to work in a way where the effect continues if ending would make you go to 0 max hp. Although the math is super weird, so I'll have to revisit that to make it work properly.
-I'm also not quite sure what you mean by the options formatting and the bloat venom?
-I think the problem with the jungle shaman should be fixed in the next patch. I might've fixed it already? Either way, should be fixed in the next patch at least.
-I finally found what you meant with the ants event. I actually forgot you even could survive that. It should be fixed in the next update.
-And yeah, somebody mentioned the "devour" problem also. It should be fixed in the next patch?
Thank you so very much for all the wonderful feedback! It means so much to me that you'd take the time to write it all out!
Btw, before I get into anything else, hows the feeling of freedom of working with an actual programming language now?
A few years back I worked for a company that was using an excel macro to do database management, then I introduced a new web environment and was hailed as a savior amongst the blind hehe. From the speed with which you've been putting forward fixes, it seems you are enjoying it quite a bit. If so I'm happy for you.
Anyway, I just wanted to say that I'm very glad that you ended up going back to this. This was one of my first "fetish games" and I think it is still my favorite. I'm kinda glad a new wave of people can experience it now. And even more that we are seeing new stuff added.
So thanks for putting this out again. Thanks for taking the time for the fixes you've already made based on feedback.
And in case you need any help with the HTML, PM me, because I should be off work next week, and I should have some time free to help. I'd just need to have a look at the innards of the Twine engine.
Design:
On the bottom stats: I'm not sure how much flexibility you have from within Twine, but I'm pretty sure you can fix that by adding those elements to different divs with padding/margins instead of just bunching them in a string to be printed. Even if you can't do that, a quick hotfix would be to use the " | " characters as separators.
On the directional menu: If you find a way to insert actual HTML elements, I think you can also go back to your old movement mechanics by creating a new class(say called "directional-menu") and by linking the buttons to the twine scene transition function. If that is possible you can then just edit the CSS on your own, and make a flex-box or something to make sure they always display the size and layout you want.
On the side description: I agree that it would be better at the very bottom if you could do that. The player options would also be better moved to the side menu I think.
On talking to NPCs: Interesting, because in my flash version they don't cycle. When you click on them they add the text to the current page, but when they are done they don't add the first text again. Just nothing happens, and the previous text remains printed on the page, which was helpful because I'd just go to an NPC, click until they said everything they had to say then read it as a book. I thought that was intentional? Anyway, now I think I've at least made myself understandable?
On the "go back" button: Yeah... By the nature of these kinds of games, I always think it is better to not put barrier's for people's enjoyment. If they want to play without going back that is good, but I'm honestly glad the option is there. Just wanted to give my two cents.
Bugs:
- By images missing I mean the torn image icon you get when the HTML fails to fetch an image.
- The tropical *shorts* work, only the shirts don't.
-I mean something like this:
Bloat Venon has worn offRest
Mountains
Hills
West City
In the weekend I will try to do one more playthrough to check for bugs again.
A few years back I worked for a company that was using an excel macro to do database management, then I introduced a new web environment and was hailed as a savior amongst the blind hehe. From the speed with which you've been putting forward fixes, it seems you are enjoying it quite a bit. If so I'm happy for you.
Anyway, I just wanted to say that I'm very glad that you ended up going back to this. This was one of my first "fetish games" and I think it is still my favorite. I'm kinda glad a new wave of people can experience it now. And even more that we are seeing new stuff added.
So thanks for putting this out again. Thanks for taking the time for the fixes you've already made based on feedback.
And in case you need any help with the HTML, PM me, because I should be off work next week, and I should have some time free to help. I'd just need to have a look at the innards of the Twine engine.
Design:
On the bottom stats: I'm not sure how much flexibility you have from within Twine, but I'm pretty sure you can fix that by adding those elements to different divs with padding/margins instead of just bunching them in a string to be printed. Even if you can't do that, a quick hotfix would be to use the " | " characters as separators.
On the directional menu: If you find a way to insert actual HTML elements, I think you can also go back to your old movement mechanics by creating a new class(say called "directional-menu") and by linking the buttons to the twine scene transition function. If that is possible you can then just edit the CSS on your own, and make a flex-box or something to make sure they always display the size and layout you want.
On the side description: I agree that it would be better at the very bottom if you could do that. The player options would also be better moved to the side menu I think.
On talking to NPCs: Interesting, because in my flash version they don't cycle. When you click on them they add the text to the current page, but when they are done they don't add the first text again. Just nothing happens, and the previous text remains printed on the page, which was helpful because I'd just go to an NPC, click until they said everything they had to say then read it as a book. I thought that was intentional? Anyway, now I think I've at least made myself understandable?
On the "go back" button: Yeah... By the nature of these kinds of games, I always think it is better to not put barrier's for people's enjoyment. If they want to play without going back that is good, but I'm honestly glad the option is there. Just wanted to give my two cents.
Bugs:
- By images missing I mean the torn image icon you get when the HTML fails to fetch an image.
- The tropical *shorts* work, only the shirts don't.
-I mean something like this:
Bloat Venon has worn offRest
Mountains
Hills
West City
In the weekend I will try to do one more playthrough to check for bugs again.
Yeah, it's definitely miles better to work with than flash was on basically every level. I think the only good thing about flash was that it had a wysiwyg editor for the visual stuff that mostly worked, although I can probably find one of those for html anyway.
And yeah, I certainly have some questions I could ask about html if I can't figure it out on my own. I'm gonna try sitting down and reading through stuff this weekend, although a lot of it tends to bounce right off my brain X3
And the whole thing is actually html, so it's very flexible in that regard. You can just put regular html right next to all the other stuff and it's got a css section to do all the... css stuff. Several of the things on the right bar are either divs or spans, which are different in a way I can never quite remember. And the bottom and right bars themselves were both made in the css, although largely from copying tutorials.
And I did add little brackets between the stuff at the bottom like " ][ " to help differentiate them, although if they aren't there for you then you'll have to refresh the page.
And it should be easy to add a little directional box thingy, I just have to figure out how to do that. And how to fit it in just arrangement wise. I could probably just make the bottom bar larger and fit it in there, although it's already super cramped on mobile and there's a lot of things I have to figure out to make it work on there. Although it might just fit in the right bar also.
And I see what you mean about talking to npcs. I just meant it was the same information, but you're definitely right that it's a different format. I was trying to present it in a way where I didn't have to reload the passage and in a way that didn't require a whole lot of "replace" functions. Although there's probably some easy way for me to loop it into the regular passage stuff. Or I could just have it not cycle around to the beginning again when you exhaust their dialogue.
And I'm not sure if I can fix the images not being fetched properly. I think that's a problem with itch.io's end. Unless there's somewhere I just forgot to put the actual image in. Do you remember where they weren't loading?
And the shirts seem to be working on my end. It's possible it's a bug related to the Golden thread working weird before, and also with how item stacking works now. Because if you had multiple of the same clothes, and enchanted them while it was bugged, then it might make them all bugged? But that should all be fixed now anyway if you refresh the page? Either way, when I start a new game I can go buy both of them and put them on no problem, so I'm not sure what the deal is.
And yeah, the bloat venom message definitely shouldn't be showing up like that. I'll have to look into it.
Thank you so much for all the help once again! :D
And yeah, I certainly have some questions I could ask about html if I can't figure it out on my own. I'm gonna try sitting down and reading through stuff this weekend, although a lot of it tends to bounce right off my brain X3
And the whole thing is actually html, so it's very flexible in that regard. You can just put regular html right next to all the other stuff and it's got a css section to do all the... css stuff. Several of the things on the right bar are either divs or spans, which are different in a way I can never quite remember. And the bottom and right bars themselves were both made in the css, although largely from copying tutorials.
And I did add little brackets between the stuff at the bottom like " ][ " to help differentiate them, although if they aren't there for you then you'll have to refresh the page.
And it should be easy to add a little directional box thingy, I just have to figure out how to do that. And how to fit it in just arrangement wise. I could probably just make the bottom bar larger and fit it in there, although it's already super cramped on mobile and there's a lot of things I have to figure out to make it work on there. Although it might just fit in the right bar also.
And I see what you mean about talking to npcs. I just meant it was the same information, but you're definitely right that it's a different format. I was trying to present it in a way where I didn't have to reload the passage and in a way that didn't require a whole lot of "replace" functions. Although there's probably some easy way for me to loop it into the regular passage stuff. Or I could just have it not cycle around to the beginning again when you exhaust their dialogue.
And I'm not sure if I can fix the images not being fetched properly. I think that's a problem with itch.io's end. Unless there's somewhere I just forgot to put the actual image in. Do you remember where they weren't loading?
And the shirts seem to be working on my end. It's possible it's a bug related to the Golden thread working weird before, and also with how item stacking works now. Because if you had multiple of the same clothes, and enchanted them while it was bugged, then it might make them all bugged? But that should all be fixed now anyway if you refresh the page? Either way, when I start a new game I can go buy both of them and put them on no problem, so I'm not sure what the deal is.
And yeah, the bloat venom message definitely shouldn't be showing up like that. I'll have to look into it.
Thank you so much for all the help once again! :D
Well, the major problem is that I didn't have mobile in mind when I designed it, so I'm still going to have to do a bit of research to figure out how to actually make it mobile friendly. Unfortunately html is definitely not my strong suit. In the short term though, if you click on options and then click on the cheat menu it'll list your gold there? Which is certainly not an ideal solution, but it's the best one I have until I figure out how to do more ui optimization :(
weighs 2560 pounds and is 6 feet tall. Your delicate and soft buttocks are filled out with a layer of blubber at least a (Error: <<if>>: bad conditional expression in <<if>> clause: undefined is not an object (evaluating 'State.variables.$options.metric') thick) this is what I found at str 149 and is a textual problem that needs to be assessed please.
BTW: I like the added description, it adds “body” to our characters.
BTW: I like the added description, it adds “body” to our characters.
So I'm doing the Sampson quest right now and I'm absolutely in love with his character. I'm just wondering when it ends?
SPOILERS: After getting all of the stuff he required and getting his fat butt un-wedged from the door, he crashes in the barn and falls asleep. There's nothing else I can do right now but I really want to continue his quest.
SPOILERS: After getting all of the stuff he required and getting his fat butt un-wedged from the door, he crashes in the barn and falls asleep. There's nothing else I can do right now but I really want to continue his quest.
I have an idea for future updates
1: adding a new quest for an improved house and bed when you get too big or too heavy
2: added scenarios in town in the day that people can buy items like digestive biscuits for a price
3: a spa and/or pleasure district that has a way to ether lose fullness or gain capacity for a high price, depending on the quality.
1: adding a new quest for an improved house and bed when you get too big or too heavy
2: added scenarios in town in the day that people can buy items like digestive biscuits for a price
3: a spa and/or pleasure district that has a way to ether lose fullness or gain capacity for a high price, depending on the quality.
just wonder, is it necessary to have level stats to be reduced each time i hit certain stats?
currently i am lv83 and i have to depend on weird berry in order to increase stomach stat as lv up give me 1-2 stat toward stomach. unless there is faster way to increase without go over stomach limit
would love to devour some large enemies by training instead of cheat
currently i am lv83 and i have to depend on weird berry in order to increase stomach stat as lv up give me 1-2 stat toward stomach. unless there is faster way to increase without go over stomach limit
would love to devour some large enemies by training instead of cheat
Well, sort of. Without any stat scaling you can pretty rapidly become able to devour almost any enemy. Even as it is, your stomach capacity has to be at 500 before leveling up increases it less than 2, which at that point you can devour almost every enemy in the game. Plus there's items like stretchy fruit and stretchy seaweed that increase your stomach capacity by a flat amount regardless of what level your stomach capacity is at. Although that said I can probably ease up on the stat scaling somewhat. Also I don't know if you're aware of this but your stomach capacity increases over time if you stay over 100% full.
yea that i awared of as i use weird berry to increase my stomach stats by poison bloat. i already know of stretchy fruit and seaweed, those r not always helpful when facing stronghold shaman quest and attempt to devour all. same for ancient snake. fruit only temporary increase 20-30 size while seaweed temporary increase 50
alright that make sense with control of stats
alright that make sense with control of stats
Ideas:
Clothing:
Sumo Belt, Latex Shirt n Pants
Enemies:
Ghost Hands, Voodoo Magician
The Final Boss:
It Should Be A Faceless Copy Of The Player
New Places:
Big Bellied Island (PostGame)
Postgame:
Make Up Your Own Mind
Ect:
Clothes Veriants, Party Members, Hat Slot, Crafting
Clothing:
Sumo Belt, Latex Shirt n Pants
Enemies:
Ghost Hands, Voodoo Magician
The Final Boss:
It Should Be A Faceless Copy Of The Player
New Places:
Big Bellied Island (PostGame)
Postgame:
Make Up Your Own Mind
Ect:
Clothes Veriants, Party Members, Hat Slot, Crafting
I don't know about you, but I can still run flash based games via standalone flash players and certain browsers with integrated flash player.
If you're comfortable with making flash based games, you should not have issues on this regard. The only issue is that there won't be direct flash posts.
Unless I mistaken your message, and you actually want to pick something different to create text adventures.
If you're comfortable with making flash based games, you should not have issues on this regard. The only issue is that there won't be direct flash posts.
Unless I mistaken your message, and you actually want to pick something different to create text adventures.
Most people have a hard time running flash, and I'm in fact extremely uncomfortable working with flash. Flash was just the only thing that ran natively on FA when I first made the game. Plus support for flash is extremely low at the moment generally. So I don't have any plans on working with it again, for better or worse.
Oh. I think I fixed one thing wrong with the training grounds but not the other thing. That should be fixed in the next patch.
And while the grasslands scenario was written as male oriented, the gingerbread one shouldn't be. I tried to replicate the bug you described but couldn't, so I might have to do some more digging to figure that one out.
And submitting sort of works during the slime fight, in that there wasn't a "submit" scene written for it. So, it just takes a free shot at you instead.
Thanks again for the reports!
And while the grasslands scenario was written as male oriented, the gingerbread one shouldn't be. I tried to replicate the bug you described but couldn't, so I might have to do some more digging to figure that one out.
And submitting sort of works during the slime fight, in that there wasn't a "submit" scene written for it. So, it just takes a free shot at you instead.
Thanks again for the reports!
That's sort of intentional. Since I had to change the resting and traveling mechanics entirely I didn't want to implement stamina restrictions yet because there'd be a lot of scenarios where the player got stuck. Although I'm getting pretty close to being able to add it back in.
Playtesting notes for 0.61n
-Just saying, since there is new content, it should probably be now version 0.62
-You can give a class name to your HTML elements and then give attributes for it in your CSS style file. You should use that to give a name to your directional menu and image divs. You can then give them an attribute like "height: 40%" to mean you want your menu to take exactly 40% of the available screen space or "height: 200px" to mean that you want it to be always exactly 200px in height so that there is no scrollbar when creating it.
-Important note: the percentage thing makes the element a certain percentage of the space available to the PARENT element(they div they are inside of), so you need to also set those to be limited in some way(either px or % or whatevs) otherwise the browser will consider them to be a percentage of "unlimited"
-Currently, the outer scrollbar scrolls the middle display, but it should accompany the middle display itself. The reason for this is because in the current formating the side menus are drawn as floating elements. To solve this you need to actually put the main page in it's own "center-display" div and say that THAT one is scrollable by setting "overflow-y: scroll" in it's CSS. If you do that, the outer elements should no longer have a need to overflow.
-Because you asked: all character creation is image-less. Your house is image-less.
-The [] for separations are indeed working now. Thanks. Things are much more legible now.
-Good improvement allowing you to inspect or equip an item directly from the menu. It didn't completely fix the problem of the prompt immediately closing, but it certainly eased it.
-About that, have you considered trying to make the "equip" or "eat" option automatically call the "inventory" function again?
-Glad to say that whatever was happening with the shirt bug, it is no longer happening.
-I kinda expected the ability to capture slimes to eat later was an intended addition. Like a new power you'd get for going through the quest. Wasn't there a way for eating them intentionally from the inventory before?
-Just saying, since there is new content, it should probably be now version 0.62
-You can give a class name to your HTML elements and then give attributes for it in your CSS style file. You should use that to give a name to your directional menu and image divs. You can then give them an attribute like "height: 40%" to mean you want your menu to take exactly 40% of the available screen space or "height: 200px" to mean that you want it to be always exactly 200px in height so that there is no scrollbar when creating it.
-Important note: the percentage thing makes the element a certain percentage of the space available to the PARENT element(they div they are inside of), so you need to also set those to be limited in some way(either px or % or whatevs) otherwise the browser will consider them to be a percentage of "unlimited"
-Currently, the outer scrollbar scrolls the middle display, but it should accompany the middle display itself. The reason for this is because in the current formating the side menus are drawn as floating elements. To solve this you need to actually put the main page in it's own "center-display" div and say that THAT one is scrollable by setting "overflow-y: scroll" in it's CSS. If you do that, the outer elements should no longer have a need to overflow.
-Because you asked: all character creation is image-less. Your house is image-less.
-The [] for separations are indeed working now. Thanks. Things are much more legible now.
-Good improvement allowing you to inspect or equip an item directly from the menu. It didn't completely fix the problem of the prompt immediately closing, but it certainly eased it.
-About that, have you considered trying to make the "equip" or "eat" option automatically call the "inventory" function again?
-Glad to say that whatever was happening with the shirt bug, it is no longer happening.
-I kinda expected the ability to capture slimes to eat later was an intended addition. Like a new power you'd get for going through the quest. Wasn't there a way for eating them intentionally from the inventory before?
That's probably fair, although I'm still essentially in "game conversion" mode, which is sort of what this patch is dedicated to. And there aren't any new quests/items/enemies/events, which is usually where I delineate patch numbers. Although I think I'm pretty close to having everything converted over and more or less working at this point.
And I think I get what you're saying about the scrollbars and stuff. The sidebar and grid and all that are already divs, although I haven't gotten too fancy with their sizing yet. Right now they're just set at static values pixel widths instead of percentage values, although percentage values might help with smaller screens and whatnot. And I think I can move the scrollbar for the center thing, although it's part of the sort of premade Twine stuff, so I'll have to figure out the actual reference for whatever the middle part is. Although I think that should be relatively easy.
And you're definitely right about the inventory thing, it just hasn't been something I've gotten around to figuring out yet. Although I think that should be easily doable. I sort of had to do a mini rehaul to get it to the current state, and I wanted to make sure that worked before I moved on to any further steps.
And it took me a while to figure out what you meant by those parts being image-less, but I finally figured it out. For some reason whenever I open the file on my computer it shows up correctly, but when I open the same thing on Itch.io it doesn't work. That should be fixed now though unless something else has gone wrong. Still not entirely sure why it works on my computer but not Itchi.io, but still, should be fixed now!
And I don't think the slime items were edible in the flash version. They were quest items which were sequestered off from the regular items. That said, they could certainly be changed now, but that'd be a new addition that'd require some writing to get them to work right. But that probably shouldn't be too hard to do.
Thanks again very much for all the feedback :D
And I think I get what you're saying about the scrollbars and stuff. The sidebar and grid and all that are already divs, although I haven't gotten too fancy with their sizing yet. Right now they're just set at static values pixel widths instead of percentage values, although percentage values might help with smaller screens and whatnot. And I think I can move the scrollbar for the center thing, although it's part of the sort of premade Twine stuff, so I'll have to figure out the actual reference for whatever the middle part is. Although I think that should be relatively easy.
And you're definitely right about the inventory thing, it just hasn't been something I've gotten around to figuring out yet. Although I think that should be easily doable. I sort of had to do a mini rehaul to get it to the current state, and I wanted to make sure that worked before I moved on to any further steps.
And it took me a while to figure out what you meant by those parts being image-less, but I finally figured it out. For some reason whenever I open the file on my computer it shows up correctly, but when I open the same thing on Itch.io it doesn't work. That should be fixed now though unless something else has gone wrong. Still not entirely sure why it works on my computer but not Itchi.io, but still, should be fixed now!
And I don't think the slime items were edible in the flash version. They were quest items which were sequestered off from the regular items. That said, they could certainly be changed now, but that'd be a new addition that'd require some writing to get them to work right. But that probably shouldn't be too hard to do.
Thanks again very much for all the feedback :D
Some feedback for Version #
When I use a poisoned weird berry in combination with a stretchy fruit/seaweed and then sleep at my house, my max stomach capacity actually DROPS a significant amount. Don't know if this is a mechanic I'm not aware of or if it's an actual bug, but it feels more like the latter.
When I use a poisoned weird berry in combination with a stretchy fruit/seaweed and then sleep at my house, my max stomach capacity actually DROPS a significant amount. Don't know if this is a mechanic I'm not aware of or if it's an actual bug, but it feels more like the latter.
Feedback for Version #
I really like the UI update. Even though I prefer the dark mode, light mode was a pleasant surprise and kind of immersive.
On the topic of bugs, I found magical item descriptions don't list any stat buffs they provide, only defense buffs (or the items don't provide buffs at all). For example, I swear the Dragon Robes did more than buff the user's mana in the flash version. And the Black Sword doesn't seem to heal the user like it did in the original. Maybe that's an intended change I missed, though.
I really like the UI update. Even though I prefer the dark mode, light mode was a pleasant surprise and kind of immersive.
On the topic of bugs, I found magical item descriptions don't list any stat buffs they provide, only defense buffs (or the items don't provide buffs at all). For example, I swear the Dragon Robes did more than buff the user's mana in the flash version. And the Black Sword doesn't seem to heal the user like it did in the original. Maybe that's an intended change I missed, though.
Thank you! And yeah, I definitely like the light mode more, it's just very... light. But I might be able to figure out some sort of compromise.
And I believe you're right. I think I included most of the default armor stuff and forgot to add all the other weird stuff equipment can do. That should be fixed in the next patch. Thank you very much!
And I believe you're right. I think I included most of the default armor stuff and forgot to add all the other weird stuff equipment can do. That should be fixed in the next patch. Thank you very much!
If you go above 130% of your stomach capacity, you'll either fall unconscious or explode (depending on if popping is turned on or not) and be reset to a completely empty stomach. You'll also lose a bit of body fat from dying too. You have to wait for your stomach to digest food to gain weight. Being between 100% and 130% stomach capacity will slowly stretch your stomach over time as well, permanently increasing your capacity and digestion speed.
Also, exercising at the Training Grounds or studying at the Mage's Hall Library will force you to lose weight, and you will only gain stats from it if you have fat to burn.
Also, exercising at the Training Grounds or studying at the Mage's Hall Library will force you to lose weight, and you will only gain stats from it if you have fat to burn.
Oh hey, glad to see an old favorite getting some love again :3
Since you're working on the game again, I may as well ask: How many quests are in the game? (As in, tasks that show up in the Quests section of the Stats screen) Also, how do you activate these quests? Though perhaps that second question belongs in a separate page since it's spoilers.
Since you're working on the game again, I may as well ask: How many quests are in the game? (As in, tasks that show up in the Quests section of the Stats screen) Also, how do you activate these quests? Though perhaps that second question belongs in a separate page since it's spoilers.
Hey, I've been enjoying this game a lot for a few days now but I noticed 2 bugs with certain actions:
The first is during the eating contest, when reaching the third round. When I try continuing by eating, nothing happens, the game just repeats the line where a small slice of cake is cut to reveal the inside.
The second is in the mountains, where you find a cave from which you can hear buzzing. When trying to enter, the game says that the Enter passage doesnt exist, so you cannot go in.
That's all, thank you for all your hard work on this highly enjoyable game!
The first is during the eating contest, when reaching the third round. When I try continuing by eating, nothing happens, the game just repeats the line where a small slice of cake is cut to reveal the inside.
The second is in the mountains, where you find a cave from which you can hear buzzing. When trying to enter, the game says that the Enter passage doesnt exist, so you cannot go in.
That's all, thank you for all your hard work on this highly enjoyable game!
Hmmm, I'll have to look into the eating contest one more, because it seems to be working for me. There might've been an issue if you tried to use an item mid contest, because that was supposed to be disabled. Other than that though I'm not sure what could be causing it.
And I think the cave should've been fixed if you refresh the page. Although if not it should be fixed in the next patch.
Thank you so much! And I'm really glad you've been enjoying it :D
And I think the cave should've been fixed if you refresh the page. Although if not it should be fixed in the next patch.
Thank you so much! And I'm really glad you've been enjoying it :D
Not directly. I think the only real status changes are that you can randomly be made 1 foot taller or shorter, so you can try your luck and get whatever the opposite one was before. Otherwise you'd have to find the cabal in the mountains where they can change your height more minutely.
Thank you very much! That's good to hear!
And yes, basically. There were a few more in depth things I wanted to change that I put off because it's hard to change ui and other stuff at the same time. I actually had to revert my changes at some point and lost several of the small things I already fixed that I had to put back in. But I think I should be able to fix that easily enough in the next patch. Thank you very much! :D
And yes, basically. There were a few more in depth things I wanted to change that I put off because it's hard to change ui and other stuff at the same time. I actually had to revert my changes at some point and lost several of the small things I already fixed that I had to put back in. But I think I should be able to fix that easily enough in the next patch. Thank you very much! :D
Hey, i figured I'd give you a heads up: at least on my end, the ui update broke the ui on mobile lol. Specifically, the menu grid on the right hand side of the screen is significantly more broken. When the grid was shrunken down to make more room for the center column of text, the text inside of the grid was not, and as such most menu options don't fit inside their respective grid square. The text will either spill out into the option on the right (or off the screen if it's on the righthand side of the grid), or take up like 5 lines and overlap with the option under it, or both. Additionally, the picture on the right hand side is half cut off. The new size of the left column works great tho for what it's worth
Yeah, that's fair. The text never really fits in the buttons, it just matters much more when the screen size changes. I think a lot of things I just have to put shorter labels on. But I just uploaded a new version of the ui that hopefully somewhat fixes those problems? It also probably introduces some new ones, but hopefully it's an overall improvement! Thanks for the feedback!
little bug: when sleep at jungle inn, i cannot sleep again unless i leave inn then reenter it
will there be new enemies, new areas or anything in future?
will i able to devour hydra in future?
idea:
during combat, there be button for feed what i have to enemies to increase fullness toward enemies and increase meal size as well
will there be new enemies, new areas or anything in future?
will i able to devour hydra in future?
idea:
during combat, there be button for feed what i have to enemies to increase fullness toward enemies and increase meal size as well
Idea for you: add a skill skill menu in the “fight” scenarios where it takes energy to pull off and needs a training dojo of some kind to learn like spells but with stats like agility or strength to use.
Second, there is no inventory space to place items and store inside the house. And I would like to have a buying scenario with the bed being broken as a catalyst.
Second, there is no inventory space to place items and store inside the house. And I would like to have a buying scenario with the bed being broken as a catalyst.
It’s a suggestion and can be added later on when you flesh out the world even more, even adding in lore with significant figures when you get to the later stages of the games update’s.
There is no rush, people need time to make ideas and put them in place.
What matters is that you put in the effort so many people can enjoy your and it’s full release when it is “complete” and playable.
There is no rush, people need time to make ideas and put them in place.
What matters is that you put in the effort so many people can enjoy your and it’s full release when it is “complete” and playable.
something I'd like suggest since playing the old version is "feeding enemy to defeat"
not all enemy should have it, but certain enemy have their own stomach capacity, and player can feed them by - pin them and feed food item - cast spell to inflate them. if their capacity reaches max, plays different win text
yeah it will require a lot of additional text work, but just thought it would be funny :P
not all enemy should have it, but certain enemy have their own stomach capacity, and player can feed them by - pin them and feed food item - cast spell to inflate them. if their capacity reaches max, plays different win text
yeah it will require a lot of additional text work, but just thought it would be funny :P
Maybe to help, you could add weight to the items so you do have a reason to store items and have inventory management. Don’t know if it’s possible or how much programming it would take, but if it is possible, I would like it to happen. I wonder if the house storage will have an a “all” button for losing all the items in one push of a button.
Hmmm, does this happen any place in particular, or is it everywhere? The code that makes the button appear and the code that makes the too tired text appear shouldn't be able to happen at the same time anywhere. I haven't been able to replicate it yet on my end, but I don't know if there's some combination of factors that make it happen
I read through the street stuff and some of it doesn't seem sensible as it's saying this when the character is skinny and frail, and they have no fat or even a full belly. Maybe it could have this for when the character's body progresses with either fat or the muscle building after a while?
I made it in Twine! https://twinery.org/
Specifically I used the Sugarcube story format in Twine, which is a more programming focused format, essentially. But if you install Twine it comes with a bunch of different story formats. But they all essentially do the same thing of creating interactive fiction.
Specifically I used the Sugarcube story format in Twine, which is a more programming focused format, essentially. But if you install Twine it comes with a bunch of different story formats. But they all essentially do the same thing of creating interactive fiction.
I could probably figure out a way to do that. I've sort of tried expanding how the gender options thing worked. Although at some point it would just make everybody in the entire game the same gender. Which I guess I'm not really opposed to, but a lot of it wasn't written that way.
In any case, thank you very much and I'm glad you enjoyed it :D
In any case, thank you very much and I'm glad you enjoyed it :D
In the middle of the "You have a staggeringly blubbery form..." status message (the one where you have very high stats to be more specific), there's this error message that says "Error: child tag <</if>> was found outside of a call to its parent macro <<if>>"
There's also a minor issue with the Wizard tower encounter where, after defeating the manticore, the game occasionally skips past the screen where you pick the reward and automatically chooses what I picked the last time I did the encounter.
There's also a minor issue with the Wizard tower encounter where, after defeating the manticore, the game occasionally skips past the screen where you pick the reward and automatically chooses what I picked the last time I did the encounter.
Maybe it'll be easier just to post the whole thing:
"You have a staggeringly blubbery form so full of the the proudly worn keepsakes of unbridled gluttony that in some towns your hips graze walls on both sides of alleys wide enough to admit two-horse carriages, and the loose flesh galore that your frame reluctantly, but diligently supports, swings in complex and expansive arcs that are still not enough to throw your hardy body off balance. Your adventuring comrades in arms are proud to have a veritable war machine among their ranks, and your mellower town contacts always site your visits as a manifold blessing and an exalted honour, while those who have yet to earn your trust make a point of getting out of your way with all possible alacrity or humbly cheering you on from the sidelines. The grandiose bell-shape of your body makes your head appear peculiarly petite, and your quick-featured portly face has a mouth halfway sunken into the firm lardy cheeks propped up on the blubbery scarf tightly padding the red feathers of your mighty neck; your shoulders are given expansive volume and breadth by a foot -thick layer of fat as well as the harder flesh buried deep, deep inside them, and have a dignified tone to their bearing. Your arms are stupendously fleshed, endowed with hardened muscles amply swaddled in blubber, are as thick as an oak tree's trunk, and their flesh stirs and jostles when the limbs are put to use; your great torso is swollen with fat and radiates robust vitality, supporing voluptuously heaving, treasure chest-sized bosoms that obscure the uppermost reaches of the tremendous belly below. Your lardaceous back is has also enough well-hidden toned flesh to alleviate the toil of maintaining the favourable alignment of your backside and gut. The flesh under your shoulder blades gathers into thick rolls against the gigantic expanse of your hips, forming folds that run alongside your flanks and around your belly, cutting deep enough to swallow an arm's length. more than a meter thick
Error: child tag <</if>> was found outside of a call to its parent macro <<if>>
a few feet thick that quivers voluptuously when you walk, curving below into your even more overwhelmingly fleshy rump that hides steely glutes somewhere in its blubbery depths. Even though your bloated form imposes limitations that are impossible to mitigate via any means available to mortals, the sheer might of your limbs makes travelling through hazardous regions on foot not only conceivable, but comfortable, and your defiantly stalwart legs have chubby, meaty calves and magnificently corpulent thighs; the latter have the volume of an ancient oak tree trunk and compress each other so forcefully that your knees cannot be brought together closer than a couple feet apart. Your legs are so stoutly built that during the more peaceful promenades you can even steal a few minutes untroubled by the chore of minding your stance and watching your step, but whenever the only course of action is urgent movement you find that your locomotive resources are very quick to exhaust and easy to squander. "
"You have a staggeringly blubbery form so full of the the proudly worn keepsakes of unbridled gluttony that in some towns your hips graze walls on both sides of alleys wide enough to admit two-horse carriages, and the loose flesh galore that your frame reluctantly, but diligently supports, swings in complex and expansive arcs that are still not enough to throw your hardy body off balance. Your adventuring comrades in arms are proud to have a veritable war machine among their ranks, and your mellower town contacts always site your visits as a manifold blessing and an exalted honour, while those who have yet to earn your trust make a point of getting out of your way with all possible alacrity or humbly cheering you on from the sidelines. The grandiose bell-shape of your body makes your head appear peculiarly petite, and your quick-featured portly face has a mouth halfway sunken into the firm lardy cheeks propped up on the blubbery scarf tightly padding the red feathers of your mighty neck; your shoulders are given expansive volume and breadth by a foot -thick layer of fat as well as the harder flesh buried deep, deep inside them, and have a dignified tone to their bearing. Your arms are stupendously fleshed, endowed with hardened muscles amply swaddled in blubber, are as thick as an oak tree's trunk, and their flesh stirs and jostles when the limbs are put to use; your great torso is swollen with fat and radiates robust vitality, supporing voluptuously heaving, treasure chest-sized bosoms that obscure the uppermost reaches of the tremendous belly below. Your lardaceous back is has also enough well-hidden toned flesh to alleviate the toil of maintaining the favourable alignment of your backside and gut. The flesh under your shoulder blades gathers into thick rolls against the gigantic expanse of your hips, forming folds that run alongside your flanks and around your belly, cutting deep enough to swallow an arm's length. more than a meter thick
Error: child tag <</if>> was found outside of a call to its parent macro <<if>>
a few feet thick that quivers voluptuously when you walk, curving below into your even more overwhelmingly fleshy rump that hides steely glutes somewhere in its blubbery depths. Even though your bloated form imposes limitations that are impossible to mitigate via any means available to mortals, the sheer might of your limbs makes travelling through hazardous regions on foot not only conceivable, but comfortable, and your defiantly stalwart legs have chubby, meaty calves and magnificently corpulent thighs; the latter have the volume of an ancient oak tree trunk and compress each other so forcefully that your knees cannot be brought together closer than a couple feet apart. Your legs are so stoutly built that during the more peaceful promenades you can even steal a few minutes untroubled by the chore of minding your stance and watching your step, but whenever the only course of action is urgent movement you find that your locomotive resources are very quick to exhaust and easy to squander. "
I am going to be honest. I loved the game, however, I have no idea how I managed to be added to the credits as a writer! I don't even really remember what I wrote! That being said, if you want more stuff, or have someone that asks for x and y and you just have no time for it, send it my way!
Thank you so much!
And I had to look it up myself, but you wrote the wildling ritualist, the swim shirt, part of the storeroom event, and the entire eating contest! So actually a whole bunch of stuff X3
And I'll definitely keep your offer in mind! I've sort of been taking a break the past week or two, but there's definitely an infinite amount of things that could be added to the game!
And I had to look it up myself, but you wrote the wildling ritualist, the swim shirt, part of the storeroom event, and the entire eating contest! So actually a whole bunch of stuff X3
And I'll definitely keep your offer in mind! I've sort of been taking a break the past week or two, but there's definitely an infinite amount of things that could be added to the game!
Well, I've already added a number of improvements, so depending on what you mean it's already happened. Although I might still mess with some things in the future, there's still a number of things that could be improved.
And I'm not particularly looking for ideas at the moment, although you can feel free to offer any. It'd probably be a very long time before I got to any new ideas at the moment X3
And I'm not particularly looking for ideas at the moment, although you can feel free to offer any. It'd probably be a very long time before I got to any new ideas at the moment X3
Hello dear developer of this wonderful game
I've played your first version from around 2020(and almost finished it) and I can say it's a masterpiece
Though I can suggest the QuestJS as a main engine for developing such amazing RPG game as with QuestJS you can create games of almost any complexity also it supports world model which is vital for an RPG. The tutorial and features are described on github
I also encountered an error I will PM you about it
Best regards Vis.
I've played your first version from around 2020(and almost finished it) and I can say it's a masterpiece
Though I can suggest the QuestJS as a main engine for developing such amazing RPG game as with QuestJS you can create games of almost any complexity also it supports world model which is vital for an RPG. The tutorial and features are described on github
I also encountered an error I will PM you about it
Best regards Vis.
Thank you very much! I'm really glad you liked it!
And I definitely looked at Quest briefly when I started, although I ended up liking the programming environment of Twine more. I think QuestJS in particular doesn't have a gui at the moment, plus I don't actually know javascript X3
Twine basically did everything I wanted it to do, and anything it didn't already do was pretty easy to make it do.
But thank you very much for the suggestion and the bug report!
And I definitely looked at Quest briefly when I started, although I ended up liking the programming environment of Twine more. I think QuestJS in particular doesn't have a gui at the moment, plus I don't actually know javascript X3
Twine basically did everything I wanted it to do, and anything it didn't already do was pretty easy to make it do.
But thank you very much for the suggestion and the bug report!
Sorry, I need to be more descript. It's the detailed description under the status. When it reaches 500, the status description gives the same description you get as if you haven't broken the first STR/AGI/END cap, the unhealthy description basically in the Status detailed description.
I don't know if this is a good idea. But it will be useful at the training ground. That you can train until you are tired, and then you can rest completely. After that I mean a little less click on training ground and that the game automatically calculates for you how often you can train until you get tired. The same goes for resting, but it's always the same because you always recover 25 percent of your stamina when you rest. As extra options for any type of training
This is a crazy idea but what if we made classes. For the one we are normally using, we can call it “Hero.”
For the idea of both eating others and feeding them, we can call them “Eaters” and “Feeders”. This way we can give people a feeding option and an ability for eating more with less drawbacks like getting too full.
You might want to put condition’s for those classes but it could be amazing.
For the idea of both eating others and feeding them, we can call them “Eaters” and “Feeders”. This way we can give people a feeding option and an ability for eating more with less drawbacks like getting too full.
You might want to put condition’s for those classes but it could be amazing.
Let me specify something, the meaning of being slowed down is that even when you make yourself light weight and very fat, your time traveling is hindered by the weight even if it is countered by orca inflation. You can be very light (like 8 pounds) and still need 15 minutes to travel somewhere.
I have noticed that the mountain events don’t have a random find event like berries or fruit, only events and no in between that the other areas have when wandering.
Second, I would like if the “Weird berry” had more effects like the digestive biscuits but more potent so it’s not just two events when eaten.
Second, I would like if the “Weird berry” had more effects like the digestive biscuits but more potent so it’s not just two events when eaten.
Can't believe I missed out on this. Awesome that you gave it a massive update.
And in a span of 3months you even gotten so many comments and help. Goes to show just how many people appreciated this.
Going to play this just as much as I did with the last one, see if I see any weirdness.
And in a span of 3months you even gotten so many comments and help. Goes to show just how many people appreciated this.
Going to play this just as much as I did with the last one, see if I see any weirdness.
Not natively. Although somebody did work on a mod for the game that adds it in. https://icyibis.itch.io/ftag-mods
There's instructions for how to install the mod, although admittedly I haven't actually tried it myself.
There's instructions for how to install the mod, although admittedly I haven't actually tried it myself.
dunno if you are gonna update this game ever, just thought would be fun if there's some enemy does attack that differs by player's fullness. for example,
fullness 0-50% : (enemy) approaches you and swing a deep punch into your belly. It hurts, but bearable. (small damage)
full 50-100% : (enemy) apporaches you and grip your belly with one hand. (enemy) feels your stomach is quite full and sloshing, makes little grin on it's face. (enemy) wind up it's fist and swing deep punch into your belly, you feel pressure increasing greatly inside your belly, making small creaking sound. It hurts quite a lot! (big damage)
full 100-129% : (enemy) apporaches you and grip your belly with one hand. you already feel a great discomfort from it because it's too full. (enemy) feels your stomach is so full and tight, found your great weakness and makes big grin on it's face.
(enemy) steps back little, charges in low position and bear hugs your middle with both arms. your near-pop tight belly makes dangerous creaking sound under it's arms, like squeezing giant balloon until it's explodes. That incredible pressure is really difficult to bear. (huge damage, temporary capacity decrease. if fullness reaches over 130% by it, it will leads to pop defeat)
thought it would be nice with little more disadvanatage on fighting with high fullness :D and won't be too difficult to program in my opinion
fullness 0-50% : (enemy) approaches you and swing a deep punch into your belly. It hurts, but bearable. (small damage)
full 50-100% : (enemy) apporaches you and grip your belly with one hand. (enemy) feels your stomach is quite full and sloshing, makes little grin on it's face. (enemy) wind up it's fist and swing deep punch into your belly, you feel pressure increasing greatly inside your belly, making small creaking sound. It hurts quite a lot! (big damage)
full 100-129% : (enemy) apporaches you and grip your belly with one hand. you already feel a great discomfort from it because it's too full. (enemy) feels your stomach is so full and tight, found your great weakness and makes big grin on it's face.
(enemy) steps back little, charges in low position and bear hugs your middle with both arms. your near-pop tight belly makes dangerous creaking sound under it's arms, like squeezing giant balloon until it's explodes. That incredible pressure is really difficult to bear. (huge damage, temporary capacity decrease. if fullness reaches over 130% by it, it will leads to pop defeat)
thought it would be nice with little more disadvanatage on fighting with high fullness :D and won't be too difficult to program in my opinion
I don't know if you plan to update this in the future but I'd like to make a suggestion for a new encounter.
My idea is for you to sometime stumble across a strange merchant who sells items you usually find through rng such as digestive biscuits or rubber fruits. My main reason for this is to add some sort of money sink in-game as once you get to a certain point there really isn't anything to spend money on. You can eat at the restaurant but then you have to wait for the food to digest and honestly it's more effective to go hunting as you get xp as well as food at the same time.
So my suggestion is adding a new encounter where you meet a strange figure who offers you 'Magical and Mystical foods from across the lands' you can then buy the foods you'd normally only be able to get through exploring, though at high prices to compensate and emphasis on it being a late-game encounter. Alternatively you can make him a new store to visit though where you'd put him I've no idea.
Just thought I should leave this here, been a big fan of this game for ages now and was glad to see it again.
My idea is for you to sometime stumble across a strange merchant who sells items you usually find through rng such as digestive biscuits or rubber fruits. My main reason for this is to add some sort of money sink in-game as once you get to a certain point there really isn't anything to spend money on. You can eat at the restaurant but then you have to wait for the food to digest and honestly it's more effective to go hunting as you get xp as well as food at the same time.
So my suggestion is adding a new encounter where you meet a strange figure who offers you 'Magical and Mystical foods from across the lands' you can then buy the foods you'd normally only be able to get through exploring, though at high prices to compensate and emphasis on it being a late-game encounter. Alternatively you can make him a new store to visit though where you'd put him I've no idea.
Just thought I should leave this here, been a big fan of this game for ages now and was glad to see it again.
Was this made to also be played on mobile? I'm trying to play it on Google Pixel but it says to use the buttons on the right side of the screen and there just aren't any -- all it is is just painted scenery; plus, the buttons that ARE there (left and right arrows on the upper left part of the screen) don't seem to do anything.
I definitely plan on doing at least one more update to this. I've been busy with a lot of irl stuff for a while now so I haven't had much time to focus on it. Things should theoretically be slowing down soon, so I should probably be able to work on it...? I don't want to guarantee anything though.
it's very nice to know you planning to update this game!
thought about few more ideas just for fun, but I dunno how the game system is programmed so not sure if these are possible, I also tried to write some script for it too. dunno if it's useable, just use it if you want.
1. devour penalty: I think current devour is too powerful without much penalty. how about devouring gives some debuff for short time? such as,
- after player eat enemy, trigger this system message by certain time. - "suddenly you feel something is moving inside your stomach. seems like the prey you had before is not ready to give up yet. you stop for a moment and grab your aching squiggling belly. you feel something is poking around from inside of your belly, it hurts and make you difficult to focus. (HP, MP damage, temporary capacity penalty is also possible)"
- if player dies with this effect, play new pop scene - "The riot inside your stomach becoming too much to stand, you kneel down, expose your aching growing belly front and let out heavy breaths. The captive inside your belly sense your weekened state, using their final strength to escape. When they pushing from inside your stomach, your belly keep swelling up front. You desparatly grab your swollen but softened belly to keep them inside, but it doesn't help at this point. Your poor belly let out final gurgle sound and explode like giant pinata. you collapse on the ground, with your fading vision, you see the glimpse of your freed prisoner running away." (can be alt non-pop scene with enemy escape from player's mounth instead)
- debuff ends without trouble - "You feel your rumbling stomach is caliming down. Looks like your prisoner inside your belly is finally gave up. You make satisfied grin on your face and rub your sloshing belly. It's still full, but feels more squisher than before. You let out big satisfying burp. They are now ready to become part of your body."
thought about few more ideas just for fun, but I dunno how the game system is programmed so not sure if these are possible, I also tried to write some script for it too. dunno if it's useable, just use it if you want.
1. devour penalty: I think current devour is too powerful without much penalty. how about devouring gives some debuff for short time? such as,
- after player eat enemy, trigger this system message by certain time. - "suddenly you feel something is moving inside your stomach. seems like the prey you had before is not ready to give up yet. you stop for a moment and grab your aching squiggling belly. you feel something is poking around from inside of your belly, it hurts and make you difficult to focus. (HP, MP damage, temporary capacity penalty is also possible)"
- if player dies with this effect, play new pop scene - "The riot inside your stomach becoming too much to stand, you kneel down, expose your aching growing belly front and let out heavy breaths. The captive inside your belly sense your weekened state, using their final strength to escape. When they pushing from inside your stomach, your belly keep swelling up front. You desparatly grab your swollen but softened belly to keep them inside, but it doesn't help at this point. Your poor belly let out final gurgle sound and explode like giant pinata. you collapse on the ground, with your fading vision, you see the glimpse of your freed prisoner running away." (can be alt non-pop scene with enemy escape from player's mounth instead)
- debuff ends without trouble - "You feel your rumbling stomach is caliming down. Looks like your prisoner inside your belly is finally gave up. You make satisfied grin on your face and rub your sloshing belly. It's still full, but feels more squisher than before. You let out big satisfying burp. They are now ready to become part of your body."
2. sharksucker enemy but they stuck in player stomach instead. it jumps into player's mouth, stay inside stomach. it doesn't get digested by it's anti acid skin, takes stomach space until removed. it steals player's food inside stomach and fattness, grows by time. able to remove with npc event(in hospital maybe?)
"In the middle of fighting, the suckerfish(temp name) suddenly jumps into your mouth. Like it want to get eaten volunteerly! You got surprised and try to grab it, but it's slipperly skin makes it difficult. It keep wriggling and finally slide into your stomach. No enemy to fight, so you can call it victory?
However, it isn't finished yet. You feel something is moving inside your belly, you put your paw on your belly and it wasn't mistake. Looks like that mischief suckerfish found new cozy home, it's you!"
when player carries it, plays this system message time to time. - "You feel something is wriggling inside your belly, it doesn't hurt or anything but feels really weird. seems like it's growing inside with whatever you ate. You rub your belly with your hand and hope to evict this unwanted guest... before it gets too big."
"In the middle of fighting, the suckerfish(temp name) suddenly jumps into your mouth. Like it want to get eaten volunteerly! You got surprised and try to grab it, but it's slipperly skin makes it difficult. It keep wriggling and finally slide into your stomach. No enemy to fight, so you can call it victory?
However, it isn't finished yet. You feel something is moving inside your belly, you put your paw on your belly and it wasn't mistake. Looks like that mischief suckerfish found new cozy home, it's you!"
when player carries it, plays this system message time to time. - "You feel something is wriggling inside your belly, it doesn't hurt or anything but feels really weird. seems like it's growing inside with whatever you ate. You rub your belly with your hand and hope to evict this unwanted guest... before it gets too big."
Found a bug that took me a little to figure out and resolve, but well...
There's a duplicate function. "setup.dodgeInstantDeath" and "setup.dodgeInstaDeath"
'insta' is used for beach hydra and shark, while 'instant' is used for just about every other vore encounter, HOWEVER, 'instant' function is broken.
Main difference seems to be in how one looks for "e.agi + e.int" while other looks for "eagi + eint", but just fixing that mismatch brings out even more errors.
Regardless, removing the instantdeath function entirely, renaming all uses of it to instadeath and adding the dodge value reset to the function check seems to have the game working.... apparently fine? Scene variations trigger just fine this way at least. Well, whether it stays fine or not, I thought I'd give a mention of this.
There's a duplicate function. "setup.dodgeInstantDeath" and "setup.dodgeInstaDeath"
'insta' is used for beach hydra and shark, while 'instant' is used for just about every other vore encounter, HOWEVER, 'instant' function is broken.
Main difference seems to be in how one looks for "e.agi + e.int" while other looks for "eagi + eint", but just fixing that mismatch brings out even more errors.
Regardless, removing the instantdeath function entirely, renaming all uses of it to instadeath and adding the dodge value reset to the function check seems to have the game working.... apparently fine? Scene variations trigger just fine this way at least. Well, whether it stays fine or not, I thought I'd give a mention of this.
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