[Curse Appraisal Obesity Dungeon] by not_shiranui -- Fan Translation Project

Not_Shiranui, otherwise known as @karinui around here, released “Curse Appraisal Obesity Dungeon”, a small RPGMaker weight gain game. He is the previous creator of “Raising Money In Town”, a pretty popular game. Like before, it is a mainly text-focused game, now with a focus on minor rogue-lite mechanics. There is some face images created by dobemayu, but still a mainly description and dialogue-focused affair.

With such a small game and some requests from kind and hungry anons over at BBW-chan, I decided to try my hand at a fan translation!



It’s not quite complete. I machine translated the game, then spent a lot of time brushing up and cleaning up the result. There’s still plenty of things that do need to be checked over and finalized, but I wanted to show off as I near the finish line.



Let me know if you guys would suggest any changes or the like! I hope to get some more eyes on this one, especially as I would like to do some minor visual and QoL mods over the week or so.

Also support not_shiranui if you can. There is a tipping version you can purchase that gives him some extra pocket change.

Releases

[v.03] – 3rd release! 99% complete!
v.02 – 2nd release. 95% complete.
v.01 – First release of the fan translation. 80% complete.
Partial – Translated/localized the menus and items, story text only MTL’d for posterity’s sake.

Known Shippables
  • Yanfly’s Core Engine and Message Engine has been added for ease of translating. This changes some text box structures and how face images work. Face image issue fixed as of v.02 release.
  • JP README isn’t translated. Will do.
  • No translation notes. Will do.
  • Saves aren’t compatible between TLs v.01 and v.02.
  • There are no larger character sprites. That’s something you should probably bug Kitsune to do!
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Dang, I just posted about this a few minutes ago. Glad to see someone else took an interest in this game as well.

Yeah, been doing quite a lot of work over the past couple of days.
The reason why Translator++ breaks the game normally is because of how not_shiranui coded the systems. It’s reliant on Strings and making exact matches with the Japanese text, as such you have to manually edit the game with RPGmaker itself to fix those errors before both the random generation, curse appraisal, and rankings work out. Once you get that back into shape, everything else is easy!

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I had gotten the game to work with my own translations and when playing there were cut-scenes where Loretta temporarily gains weight and it uses the fat faced sprites. Also, when beating the final boss, Loretta will permanently gain weight and display the face sprite.

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Text-focused game means, that it does not have any kind of fatter sprites once main character gains weight? Even small ones or “full-size sprites” appearing on screen from time to time?

At most, you get the bigger portraits, which don’t work a lot of the time. The mirror and Loretta dialogue are pretty in-depth though.

Game was fun, though grindy. You gotta finish it ~10 times or so to get the last scene. Felt like I got teased by the mc always resetting to 55 on the dot. Wish there was some sort of incremental, permanent gain for the mc but there’s not.

I believe this is because I built the TL on the initial V1.0 release, while you did the 1.1 patch which fixed the portrait issue. I’ll work on converting my work over there soon enough.

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Lol, looks like you were right all along! Apologies to you and not_shiranui’s coding skills.
Problem child all along was Yanfly, it comes into conflict with a different plugin that handles face swapping. I never noticed it as I’m used to it being a dedicated Plugin Command whenever something is being called, but it seems like there’s a different function entirely. It’s a switch in the game that changes the associations between face image files instead.

EDIT: A bit more into this one, it isn’t that both plugins can’t be used together, but me getting the plugin order wrong…

Gomensai…

Still updated the game to the 1.1 version for more of his bug fixes and the like, currently looking more in depth at things. Will have an update soonish, need to readjust some of my changes later tonight.

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Short but important notice: managed to fix most issues regarding plugin incompatibilities, Loretta’s faces, and more TL progress done!
Will have an update ready by tomorrow!

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New update out! Find them in Releases tab!
Faces are fixed for the most part and more things have been localized! Game has been update to the v1.1 patch.

One more update is on the tables for me to do the mirror and Loretta’s descriptions. Again, mucho texto, and a lot of it is trying to figure out how to replicate it all together.

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Are saves transferable?

Plugin conflicts saaayyyysss…no.
Pardon, tried my best avoid such issues but it seems like fixing the conflicts broke save compatibility. Next update shouldn’t break saves.

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No worries! I only did like, a few runs, so I don’t mind wiggling.

This games fun, but so far it’s really easy to cheese IMHO, it’s easy to figure out what to do and what is a trap gameplay wise. (mind, I only got to area 2 so I could be very wrong.)

If any of you want, here’s my strategy guide to playing the game:

-Dungeon dives can simply be non weight gain oriented, without you spending money. By just fighting enemies and using the escape wing, its a non costly, easy way to gain a lot of exp without the risk.

-Magic is really bad unless you are doing dungeon delves where you don’t grab the weight gain items, the weight gain curse affects it startign from the first area. It’s much better to use physical attacks in every scenario

-Once you get to a really high weight, hip attack trivializes most encounters meaning you don’t have to risk magic ruining your run. (On an unrelated topic, I’m not really a big fan of this, because I feel the magic being better than phys idea is really nice and makes you change your style only for this attack to trivialize that. The expensive exp cost doesn’t matter because you have a lot of money anyways.)

-At least early on, the cursebreakers aren’t worth it in the slightest. They’re extremely expensive, and require appraisers to make good use of them. Usually, the curses are plentiful enough that you have to spend a lot to get rid of an obnoxious curse like munchies, when a smarter and less costly solution is to just stockpile on items and dungeon crawl until you run out of supplies/get heavy to return.

Gotta disagree about magic being bad. Several of the spells are guaranteed wipes, they make fights so much faster compared to just attacking. Magic Water is cheap compared to the cost of bringing back even a few curses, so there’s no reason not to bring plenty along and just blast all of the enemies to bits.

For grinding out levels, I’d recommend saving up 20,000 currency, then making a run for the 10th floor. You can unlock a shortcut there. After that, I used either the 40 MP air spell that attacks all, or the 30 MP fire spell that attacks a single target for all of the enemies you fight there, and it’s easy to wipe every floor clean pretty quickly.

I feel like magic spells are sort of niche in a lot of ways though. Mow down does great damage until the significantly higher weights (where you risk the magic weight up which makes you exponentially fatter at higher levels, leading to less curses to bring back) and it’s usually good enough to wipe most weak encounters (who have low hp to begin with) until you’re way fatter.

I don’t think magic is useless per say in this game, just that it’s really, REALLY outclassed by mow down/brain tempered/hip attack, especially since exp is really easy to attain in this game.

Magic always does great damage though. Beast Grill for the minotaurs, Clean Air for everything else. It’s a one-shot every time, usually before they can even attack you. Unless you’ve got like 5 or 6 stacks of the maximum level Magic>Fat curse, you’ll get stopped by running out of enemies before you get immobilized (Assuming you aren’t trying to pick up every curse you can see, of course).

And the advantage with magic is that the damage doesn’t diminish as you gain weight where mow down and the likes rapidly become near useless. Hip attack is the only one that gets useful, but it costs over twice more than beast grill for the same result. It’s only useful against the dragon when you weight over 250.

So far in playing, it’s fun. I think though is in the next update, can we have the characters sprites gain weight quicker by how much effect the curse has/gives? Other than that, I’m liking it.

This is just a translation, these guys aren’t making the game.

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