Every time Merc talks I imagine him being voiced by Lyle Wrath
I really liked the game, I got to the end of this version and one thing I realized was that the acronym for the game is stuff (if you donāt understand something, sorry, I donāt know much English so I use a translator)
I like the game a lot! I honestly donāt have a ton of notes. The story was enjoyable, a decent level of intrigue for starting the adventure, and the comedy actually worked for me! The characters were unique and likable, I loved how expressive the characters busts are. The gameplay was simple but enjoyable, as far as RPG Maker combat goes it didnāt overstay itās welcome and there was enough to manage that it was engaging for the limited time it was interacted with. (And the pouch system seems like it could work out to be cool!)
I think the only thing that bothered me really at all was how much Pops sprite didnāt match his design. Which I took upon myself to do an edit of:
I get heās only there briefly, but I liked him! Heās a cute dad.
Dunno if itād be of any interest, but hereās the full sprite sheet.
Overall a really cute first release! Iām looking forward to seeing more of it.
So far the game has been very story-dependent, you could balance it out with quests and minigames.
Quests can be easily padded, for example:
- The party needs money to stay at an inn.
- Player thus goes around the town, asking npcs if they need help.
- Get tasked with retrieving a key inside a cave.
- Go to the forest first, to gather wood for a torch.
- Move heavy boulder which was blocking the cave entry.
- The cave is a maze with limited visibility and a few bats.
not that iād be against quests or tasks, but I feel like it should be implemented carefully, if at all. Of course there are other ways to go about quests than this example, but making the game dependant on quests like those is somewhat overused. On top of that, having pretty much a need to complete sidequests to be able to continue with the story makes them feel like their sole purpose is to slow down progression without really adding anything meaningful to what the game is without them.
That is not to say though that quests, sidequests and/or managing ressources canāt or shouldnāt be implemented. It should be thought through though, so that it fits the rest of the game both in pace and in character. Games canāt and shouldnāt be a swiss army knife, displaying each and every gameplay element there is. It can be quite beneficial to concentrate on some features and make them really good instead of having a ton of just kind of good features. If those āsome featuresā include such a questing system, then it should be a good one, but same goes for anything else that is included.
Been a while since Iāve felt the urge to leave feedback on a promising project. Iāll be honest, I wasnāt really expecting all that much from this based on what Iād seen of it as you were working on it and the early state it was in. Point is, this definitely exceeded my expectations.
TL;DR: Game good. Really like the character stuff, but I think the background NPCs and a few other bits leave room for improvement.
I donāt think thereās any need for me to go over the art. Itās good and helps the game quite a bit. The main thing here I think thatās worth praising is your characterization. The gameās funny, to be sure, but more importantly this does a really good job at giving me an idea of who these characters are in smooth, natural ways that take advantage of the situations the characters find themselves in and even the gameās mechanics.
Autum is a fun little cinnamon roll, of course. Her excitability is exaggerated, but appropriate given what we know about her. The same goes for her gluttony. The mechanic with her eating foods to gain new sets of abilities turned out to be more interesting than I thought, partly because I feel like this eating mechanic somehow manages to communicate more about her than the typical eat to gain mana systems so many of these games have. The image of Autum nibbling on some bread while merc tries to psyche himself up at the start of a battle, and what that must look like to an observer is just so fun and charming to me.
Speaking of Merc, he was a surprising stand out here. I can already tell that thereās going to be a lot more to him down the line, especially when you consider his ability set. The psyching himself up and dealing more damage to himself than his enemies tend to do to him along with his seemingly care-free attitude makes him fit well as Autumās partner, and I look forward to seeing more of him in the future.
As far as criticisms go, I think thereās quite a few things in the game that feel like empty calories so to speak. I wouldnāt quite call it padding, more just missed opportunities that make the experience feel a bit thinner than it already is atm.
Most of the NPCs outside of those directly involved in the story have basically nothing to them, and in a game with such vibrant characters it feels really out of place. Iām not saying every NPC needs their own story, quest, and character portrait/sprite or anything. But what I am saying is that they feel obligatory props rather than NPCs. This is a problem that a lot of games have, and I feel itās mostly worth mentioning here because of how good the actually relevant characters are in your game. For example, given that you end up staying at the inn and walking passed the innkeep with Autum in some state of having indulged herself like twice at different locations, you can beef up that running gag by inserting a bit more character for him. Maybe he feels a bit insulted that Autum skipped his inn meals two days in a row and takes it a bit personally, which would also fit in with the gag about the BL grunt wanting his food if you tweak things. Stuff like this would go a long way to breathing more life into the world so that the world feels as fun as your relevant characters do.
In a similar vein, there are certain things that feel a bit too long or end up being a bit unnecessary. Battles take a bit too long and end up being a bit tedious given how few options you and the enemy have at this point, especially when Merc is more a danger to himself than the enemies are. The venom cure was similarly monotonous, mostly because it felt like a sudden almost irrelevant side quest especially given how left field the situation was. Iām all for a scene introducing how these bandits are screwing over the villagers and autumnās fighting, but it felt really disconnected especially after fighting them in their hideout.
Anyway thatās the wall of text Iām calling my thoughts. Very interested in seeing more.
sometimes I cant tell if it is unaware comedy or aware comedy, like how zero snaps back around after being embarrassed to ask for seconds, genuinely cant tell if she has the personality to do that or if it is just the way the chat works but itās still funny
This was a lot of fun, really looking forward to where your story goes from here!
A note that is likely irrelevant, but after saving the market, the tier 3 bow, and leather garb that archer was wearing vanished from her equipment, and the inventory, she was left with generic cloth armor (which I had already sold) and no weapon, only the starting bow was left in the inventory. Might just have been an artifact of the end of day/game setup, but wanted to point it out in case it lingered in future updates; wouldnāt want to pull a merc and run into the next update unarmed!
I had that issue as well ![]()
The characters and writing were fun! Looking forward to seeing more of this ![]()
I love this. It does everything right that Some Bullshit does while keeping its own identity.
Autumn eating food as some kind of dressphere/job mechanic is novel- Iām looking forward to how that plays out when she has more options.
OMG a stuffing game where the character actually gains weight (wg aint everyone fetish but its mine ha), I canāt believe it, finally. The dream, I know its not the focus or actually I donāt know since you just started this, but good overall game/start.
Merc and Autumn are definitely motivated by Pro and Emmie BUT still retain their own character, the story and everything else has its own life and this game at least at the start looks like it has potential to be a next iconic game on here like SomeBS and it seems youāve asked those 2 for tips or something since I didnāt run into any bugs and thatās impressive. I really like the start of it, the fighting isnāt bad, the story seems VERY interesting and draws you in. I LOVE THE INTERACTION, people who click on everything for no reason like me love all the tiny details/interaction
That said I just worry youāll put too much time in the NPC interactions/dialogue, if you can handle it keep it because I LOVE it, but youāre not making a living making a fetish game and donāt want you to force to much but if itās easy then Iād love to keep up the same style of being able to talk to multiple people/have these weird npc/battle interactions. Very Earthbound vibes, keep up the character development/story, didnāt have any battle issue/didnāt think it was too hard/took too long. And well keep the wg up, love that someone has to experience consequences for their gluttony (I wouldnāt say theyāre consequences but you know). Would love for the wg to keep increasing throughout the game but for those not into it like me have their be a way to keep her not insanely massive (but shes tiny now so who knows if she can even get insanely massive but if thatās an option thatās how Iām gonna play it hah).
Anyway great game, keep it up and canāt wait for more!
I just finished and I loved what you have right now. It was a short teaser but I enjoyed how it played out. The characters are fun, from the clone fighters to the merchant there wasnāt a dialogue I wanted to skip. The art and character scenes really made this for me and I know thatās not a quick process so however long any updates take to keep that quality I will wait for.
So, I just finished this fun little demo, and, as someone who loved both SB and G.U.Tā¦this makes me very happy and VERY eager to see what new surprises you have in store for this later down the line! For my more in-depth thoughts:
-Like many people have said already, Autumn actually gaining weight from her binges is a very interesting touch (A nice way to distinguish her from the bottomless pit that is Emmie), and I do hope that this sort of slow, gradual gain continues as the story goes on. Even if her peak is just pleasantly chumby, itās refreshing to see that the gluttonās actions do, in fact, have consequences.
-The idea of gaining new abilities depending on the foods is a VERY unique idea! Looking forward to seeing how you end up fleshing that out over time.
-The graphical style for the UI is charming as heck, and that on top of the talking character portraits really help make it stand out from other games of this type!
-Some really nice music choices so far, and I like the fact that you actually show what song is being played when the music switches.
-Autumn is adorable and her relationship with her pops is super precious; Merc is a fun character as well, but his gameplay style isā¦ehā¦recoil-based characters are a bit hit-and-miss for me, but weāll see what happens as development continues.
-Battles do SEEM like they kind of go on longer than they feel like they should, but I reckon theyāll start picking up the pace a bit more as we eventually move out of the early game and we have more options to toy with.
-I do hope we do end up getting a little more interactions with the NPCs as the project evolves, since they seems kind of generic for now. Again, given itās the early-game, itās not that big of a deal yet, but just something to keep in mind as you āexpandā on the new content"
Iā¦think thatās everything I wanted to say, but yeah, REALLY looking forward to seeing how the project evolves and expands (literally and figuratively ;P) as development continues! Just PLEASE take your time; game dev can be taxing as hell sometimes and I donāt want you burning yourself out if you donāt have to.
im so exited to see more of your game its sound promising i cant wait to see more of your great game good luck my friend in your project
This was a really fun and polished RPG. The portraits and cut-ins really added a lot. Some great gags too!
Looking forward to seeing where you take it.
Why do I keep waiting to play these kind of games, this is fucking incredible! I canāt remember the last time I laughed so much playing a game, honestly had to pause multiple times, I was not expecting the jokes to hit me that hard.
Iād be here all day if I were to list out everything I enjoyed, but I love all the characters and their personalities. Initially I thought Merchant was just going to be your typical spooky freaky all-powerful snap-you-in-an-instant kind of character, but them being a lot more human in how they react to certain things, like when complimenting Autumnās outfit, works so much better. All of the characters have their own fun quirks but seeing the (sort of) side characters get as much thought put into them is great. Also making some of the grunts gluttons was a very nice touch.
Iām really looking forward to how this progresses, this is already amongst my favourite games to come from this site.
Edit: I just found the Worms SFX in the files. How does this keep getting better??
This game looks very promising and good, havenāt played it yet because I want to wait if the stuffing and weight gain content gets to hyper sizes or if it will be also oriented to npcs and not only the mc, I hope to give it a shot soon since Iāve seen great things from this game!
iāve played the game for all of 15 seconds and itās already way too cool what da freak!!!
Can i just say that these are amazing?? Thanks so much for making them, i really really appreciate it!! Would you mind me using these in the full game with credit?
