Look at Guybee’s comment it’s the one above this one
I know that feed, menu for 2, cookies, and milk are must haves for both fights. I have to get Sympathy Weight, Funneled, and But are there any other strong cards i should look at how do i get those three cards?
I’ve been meaning to ask this for a while, but wasn’t sure when to bring it up.
Some fights give you cards from winning, but others instead give you crafting materials, like the whittling knife, chef’s buttons, and half-drunk beer. How would you get more of them when there’s usually 2 cards that use them, but you get just 1 from the fight? And they tend to be story fights, too.
That’s the neat part: you don’t!
It’s meant to create an effect similar to skill trees in other games, where you can only go down one path or the other.
That being said, some of the opponents will likely reappear in the future, allowing you to get both of them.
On top of that, there will probably also be some sort of “recycle” mechanic so that you’re not permanently locked into the card you chose.
I think i may have missed a step but is there a way to get another half-drunk beer? I was only able to get the one
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Loving the game so far, love the new update, especially the new foraging mechanic, soent most of my freetime there than any other activity.
I’ve got a quick question about a possible feature that may or may not be in progress, is there a possibility that the player could start a fight with some fit like Vaughn or other fatteners? Could it be a option you choose when you go up 2/3 levels from the gym?
Sorry if it’s already planned, just thought I’d ask.
I will say I have been playing for a while, as well as the new update, and is some feedback:
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I think funneled is too slow for what it does, yes it does last 12 turns (6 cycles since it is between you and the opponent) and ignores fit, but I think with opponents with a lot of capacity, it’s too slow to have any meaningful impact unless you are able to cycle through your deck or stall consistantly. In my opinion, I think you should be able to stack funneled so that you reset the timer back to 12 and add +1 to for each consecutive funneled you play.
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Fishing can give you more cards on top of the max 4 allowed to be put into a deck, which kind of defeats the whole purpose of getting another copy of the card. I do agree that there is a need for recycling cards, especially if you have more than 4 copies of a card in your collection so that you can get resources to craft new cards instead.
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I find that park is kind of useless compared with the gym since the park’s fat burn for no cost isn’t enough to justify not paying to use the gym where you get more benfits from it and that both are kind of serving the same purpose. In my opinion, I think that the park should offer something else to help justify spending time at besides just additional fat burn.
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I noticed that a lot of the times when you draw (Especially with insatiable), you tend to end up drawing more than the max allowed in your hand, I think 7 is not a big enough of a hand for all the draw that is in the game, especially with bigger decks, not to mention that it tends to clog up the ability to cycle and fish for certain cards due if you lack enough energy to cycle.
With that feedback, I did also come up with new cards yet again, and plenty of them now that I think about it (I put spoilers for anything that could be seen as NSFW):
- Overstuffed Ego (Debuff) - 4 cost, Shuffle 1 “Super Sized Me Meal” into your opponents deck
1a. Super Sized Me Meal (Bane) - 0 cost, You gain 10 wgt (Ignoring fit), while in your hand, you cannot play offensive cards, discard costs 5
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Pump you up (Offensive) - 3 cost, Opponent gains 2 wgt, if your opponent has the “Funneled” effect, they gain an additional 2 wgt
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Banquet (Offensive) - 5 cost, Opponent gains 5 wgt and an additional 1 wgt for every 4 offensive cards that started in their deck
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Quick burn (Buff) - 2 cost, You lose 2 wgt at the start of your turn (4 turns)
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Eternal Glutton (Curse) - 4 cost, Inflict “Eternal Glutton” curse and shuffle the 6 “Cards of the Eternal Glutton” cards into your opponent’s deck, then create a “The Permanent Seal of Eternal Gluttony” in the bottom of the opponent’s deck, one use only
Cards of the Eternal Glutton:
5a. The Lard Hose of Gluttony (Bane) - 0 cost, While this card is in your hand, at the start of your turn, gain 1 wgt (Ignoring Fit) and transform 1 random non-bane card in your deck with “Give In To Your Desires”, cannot be transformed and discard costs 3 and cannot be discarded if “Binds of Eternal Gluttony” is in your hand (A hose would appear out of nowhere and plug itself into your mouth)
5b. The Lard Hose of Sloth (Bane) - 0 cost, While this card is in your hand, at the start of your turn, gain 1 wgt (Ignoring Fit), you cannot play defensive cards and cannot gain Fit, cannot be transformed and discard costs 3 and cannot be discarded if “Binds of Eternal Gluttony” is in your hand (A hose would appear out of nowhere and plug itself into your rear)
5c. The Lard Hose of Desire (Bane) - 0 cost, While this card is in your hand, at the start of your turn, gain 1 wgt (Ignoring Fit), you cannot discard bane cards that are not “Cards of the Eternal Glutton”, cannot be transformed and discard costs 3 and cannot be discarded if “Binds of Eternal Gluttony” is in your hand (A hose would appear out of nowhere and plug itself into your belly)
5d. The Lard Hose of Pleasure (Bane) - 0 cost, While this card is in your hand, at the start of your turn, gain 1 wgt (Ignoring Fit), all offensive cards you play will also inflict their effect onto you, cannot be transformed and discard costs 3 and cannot be discarded if “Binds of Eternal Gluttony” is in your hand (Two hoses would appear out of nowhere and plug itself into your nipples)
5e. The Lard Hose of Ecstasy (Bane) - 0 cost, While this card is in your hand, at the start of your turn, gain 1 wgt (Ignoring Fit), and gain an additional 1 wgt for each “Cards of the Eternal Glutton” you have in your hand, cannot be transformed and discard costs 3 and cannot be discarded if “Binds of Eternal Gluttony” is in your hand (A hose would appear out of nowhere and plug itself into your dick)
5f. Binds of Eternal Gluttony (Bane) - 0 cost, While this card is in your hand, you cannot discard any “Cards of the Eternal Glutton”, cannot be transformed discard costs 2 for each “Cards of the Eternal Glutton” is in your hand, including this one (Special binds would appear out of nowhere and secure all the hoses firmly onto you and magical shackles would come up and attach themselves to your arms and legs)
5g. The Permanent Seal of Eternal Gluttony - 0 cost, Remove all cards in your deck that do not inflict wg only on yourself, If you have all 6 “Cards of the Eternal Glutton” in your hand, create “Eternal Lardification” in your hand (Ignore the max hand size) and give the “Permanent Lardification” effect to you, cannot be transformed or discarded (A special sort of “Gluttony” seal appears on your belly with a lock with an infinity symbol for a keyhole in the center of the seal)
Permanent Lardification - Your opponent cannot fatten you up past your maximum limit, set your wgt to 1 below your maximum (Permanent effect)
5h. Eternal Lardification (Bane) - 0 cost, When this card is in your hand at the start of your next turn and you have all “Cards of the Eternal Glutton” and “The Permanent Seal of Eternal Gluttony”, gain infinite wgt, cannot be transformed or discarded
- Blimping Up! (Debuff) - 6 cost, shuffle 2 “Lard Balloon” into your opponent’s deck
6a. Lard Balloon (Bane) - 0 cost, You gain 2 wgt for each bane card in your hand, add a copy of “Lard Blimp” in your hand, you cannot play or discard any other bane cards while this card is in your hand, cannot be discarded
6b. Lard Blimp (Bane) - 0 cost, You gain 5 wgt for each bane card everywhere, you cannot play or discard any other bane cards while this card is in your hand, cannot be discarded
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Feeding Machine (Offensive) - 6 cost, Your opponent gains 4 wgt for each food or drink card you have everywhere
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Quick Burn (Defensive) - 4 cost, Lose all your fit, and lose 1 wgt for each fit lost
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Cake (Offensive) - 3 cost, your opponent gains 5 wgt, if the opponent is over half their maximum weight, they gain 0 energy at the start of their next turn
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Stacking the Deck (Utility) - 1 cost, discard two random cards from your hand, then place a card of your choice from the graveyard back to the top of your deck
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Quick Burst (Recovery) - 2 cost, discard your hand, then gain 1 energy for each card discarded, draw 3 cards
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Fit Mimicry (Defensive) - 2 cost, take all Fit from your opponent
Also if you want to know why I know about the curse cards, I was digging around and looking at all the assets for the game and stumbled upon them and liked the general idea of it, minus the transformation effect.
It’s been asked a few times before, but I welcome the question!
It’s definitely in the plans, but much like many other things in the game, it’s just a matter of when I get around to it + fine-tuning the numbers to make sure everything works well together.
Thanks for the feedback!
The park is definitely in need of a complete overhaul: it was mostly an afterthought tacked in alongside fishing, when the day-to-day segment was first added. In its current state, it is nothing more than a leftover from the early days of development that I haven’t found the time to tend to yet!
I have to admit, I felt a bit embarrassed when I saw you bring up Curse cards, since that was an idea from very early on in development that has since been scrapped! If I do end up returning to the concept, it’ll likely function very differently.
a quick question, is there ever going to be a route where you side with the barkeeper? I always liked the idea of more general, mass-scale weight gain, so I felt pretty bad when I had to stop stopping him
There won’t be any full-fledged “evil route” in the game as that would essentially double all the writing work required.
But for those who are looking, you may have already noticed a few little hints pointing towards something interesting in the future!
I hope the corruption material gets a use since it’s just sitting in my materials inventory
I honestly think any “evil route” in this game is just giving the player the ability to fatten up non-fatteners.
Actually, that might be a little bit fun to do…
Was the jogging minigame sped up in 0.5? I think it was slower, especially in fatter stages… Now I usually finish even before the first splash/flavor text disappears.
It was! Although that’s more of a band-aid to make it more bearable for now, because as mentioned before, the entire minigame will likely be scrapped and redesigned at some point.