For the time being, that’s the only minigame available, yes. I have a couple more in mind in the future but there are other mechanics I’d like to work on before I focus on the game’s economy. I’ll still try to add a new one in the next version.
In the meantime, if you’re sick of tetris, there’s an option in the debug menu to give you more money.
i’ve precise question about increasing stomach capacity.
Do i need to go to sleep, without being overstuffed, but while maintaining “stuffed” stage to increase stomach capacity of girl, or can i just overstuff her every time and then force her to sleep?
I hope there’s an alternative way to make money! After you spend your initial funds, it just becomes “Tetris Tetris, Buy, Cook, Eat, Repeat”
Passive income is cool, and so would alternative job options between the coffee shop and the night club (love the phonk btw). Maybe a coffee minigame that can be a mix of 1, 2, or 3 ingredients you have to add together. For the Nightclub, perhaps some sort of multiple choice response style game trying to solve issues or break up fights.
I’m also curious if you plan to add anything like stats. Charisma, Intelligence, and Constitution are the 3 that come to mind to keep things simple. Instead of just working one job, doing the Nightclub job for Charisma, the Coffee Shop job for Intelligence, and the Store job for Constitution as bonuses. Constitution helps to stop being sick from food, Charisma allows for potentially better deals or alternative dialogues (especially in the Feeder department), and Intelligence could potentially be used to unlock new recipes instead of having them all available right away.
I understand this is a lot and it sure seems like a spitball going out of control, but I like just throwing these ideas out there in case they stick and are up your alley. Game design takes A TON of work and I wish you the best of luck!
I feel like stats don’t really make sense for this kind of game. It’s not an RPG where your character specializes into certain tasks. It’s closer to a lifesim, like the Sims, or something like that.
I can see that perspective. I only view stats as a way to progress really. If anything in my example it was mostly a way to encourage interaction with multiple jobs if they became a thing.
Since right now the typical routine is tetris, cook, eat, repeat. Having horizontal progression might be nice so that the player has other objectives they can achieve and feel good about on their journey of gaining weight. Other systems are likely more ideal though, like progressing NPC stories to unlock things. Stats are just an easy way to track things.
So the 0.9.3 downloadable for Linux is missing content?
If not, it works just as well as last time. It just needed a little finessing with libcrypto and the gang.
Hey! Lovely update and so glad to see you back!
I’m so in love with Jenny and especially how forceful she is- (wonder how much that says about me lol)
Also found a bug where triggering Emma’s feeder progress 50 special dialogue causes the game to crash:
############################################################################################
ERROR in
action number 1
of Step Event1
for object oEvent:
ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Script_RefreshDialogNpc
############################################################################################
gml_Script_RefreshDialogNpc (line -1)
gml_Script_StartDialog
gml_Script_SetNextAction
gml_Object_oEvent_Step_1
Are you sure this character meets the conditions to invite Emma? If so, can you share the impacted save?
There will be. I plan to add more minigames and opportunities to earn money. Some will be just like Tetris, earning you a certain amount of money depending on your performances, while others will allow you to increase your daily incomes.
One of such minigames I’m working on is a simple management minigame where you’d have to basically manage a shop : hire people, assign them a task, buy products, grow your business, handle random events (strikes, customer complains, stuff breaking…) and so on. This minigame could be accessed pretty much anytime with no definite short-term goal, and wouldn’t earn you any money after each session. Instead, it would add a certain amount of money to your daily income depending on how well your shop performs. The difficulty with this minigame is to not penalize the player too much if they don’t play for a long period of time, so I have to be careful with the design.
Another thing I want to introduce is “internet” as a source of passive income. I mean, it’s a fat fetish game, we all know how fat fetishes can be monetized, it would be criminal not to portray it in the game. But I need a few things taken care of beforehand ; outfits, poses, and a photo mode.
Regarding stats, I did consider it at some point, but as Lundar said it doesn’t work too well with the gameplay I have in mind. I may still introduce it as a very lightweight feature with a limited scope, for example a cooking level to give a bit more depth to the cooking feature, but I don’t think I’ll go for general stats. Still, you are right that the player need a little bit of something to get sidetracked, and what I have in mind is something more akin to how visual novel works. Unlock new dialogues, scenarios and events with other characters depending on the choices you make.
The Linux build of the game should not be missing any content, but the Customization Tools are windows-only for the time being.
Glad you liked Jenny! I also had a bit more fun writing her dialogue tree than I did with Emma, even though I had to rush it a bit to make sure I would be able to release it before the end of the year…
And thanks for the report, I’ll take a look.