Game Name
Cassie’s Gain
Game Overview
Theme: A weight-gain-oriented interactive development game where players interact with the character Cassie, feed her, and observe the changes in her size.
Main Gameplay
Gameplay: Tap to feed, inspired by the classic cookie clicker genre. Each food item will have a different number of clicks from 1-8. There will be a saturation level mechanism to limit the feeding rate of the player, which can be lowered through interaction and gradually increased as time progresses.
Main Characters
Cassie: A lively and cheerful young woman. As the game progresses, Cassie’s weight will increase as she is fed to achieve the core objective of the game. Simple dialogues and reactions will be given during the game depending on the player’s behavior.
Initial weight: set at around 55kg, height 160cm.
Story Context
Everyday context: Cassie likes to eat, and the player starts feeding her as a roommate or friend.
Interactive Elements
Feeding: The main game behavior, players choose food to feed Cassie to promote weight gain.
Tummy Touch: One of the interactive behaviors that provides the character’s reaction and emotional changes.
Special Props: Eggs and props that pay homage to other games and works, adding fun to the game.
Food Design
Variety: Includes European, American, Chinese, and Japanese cuisine.
It is expected that each type of food will have three different portion sizes, corresponding to different calories and effects. (This is still under planning)
Weight Stage
Weight change: The game is designed with multiple weight stages (currently planned to be about 30 stages), weight increases with feeding, there is about 5-10kg difference between stages, so that players can obviously feel the change.
Final weight: unable to move.
Changes and Expressions
Expression changes: Multiple expression states reflect the character’s emotional changes at different weight stages.
Clothes tearing: Design the effect of clothes tearing with weight increase to increase the visual interest. (This project is still under consideration. Only one costume is planned at the moment.)
UI Design
Interface elements: Include weight display (single conversion will be provided), satiety scale, mood indicators (still planning how to implement), etc. to provide players with real-time information.
Text expression: Manga-style onomatopoeia such as “Nom” and “Gulp” will be used.
Background and Decoration
Decorations: Fictional but fun art elements (mainly paying homage to classic works).
NPC Design
Functional NPCs (still being planned): Characters that help feed or interfere with the player’s progress, adding depth to the game.
Unlocking conditions: Unlocked after reaching a specific weight stage or completing a mission.
Sound Design
Sound effects: such as hiccups, stomach gurgles, snorts, etc., to enhance the player’s sense of immersion.
Frequency and stage: Gradually increase the frequency and types of sound effects according to weight stage and satiety.
This game is still in early development and there is no playable version available, so I don’t know how long it will take to complete, but all work on this project will be done by me alone in my free time. Currently, the plan is in English only, but since it’s not my native language, I’m going to use a translation tool to complete it, including any grammatical errors or poor expressions inherent in this post.