Debu Complex : a tamagotchi-like game - 26/04/23 | HIATUS (version 0.8.1)

May I make a suggestion?

Country sized blobs~

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Oh you went hard on the character customization.The new additions look really nice.

For now there’s only cat ears. Later down the line, I think I’ll add more variety, but nothing that dramatically changes the sprites : other animal ears, maybe some tails, demon / dragon horns… Things that can easily be added to the existing sprites without having to heavily modify them. Regarding Lamias and other “species” whose morphology differ a bit more from the human one… Let’s say it’s not in my backlog for now. Mostly because creating more full-body sprites will take me a lot of time ; I’m not even halfway done with one body type, and I plan on adding at least one more body type. Planning to add yet another morphology would be beyond unreasonable in the current state of the game.
We’ll see once V1 is released, which is still pretty far away. If I can find a pair of skilled hands to help me with the sprites, maybe actual monster girls will be possible. But until then, I can’t promise anything.

Blobs aren’t in the scope of the game. Immobility isn’t really compatible with what I have in mind, since a lot of stuff will involve visiting other places to trigger various events, so let’s not even talk about country-sized gigantism. But maybe I can think about additional, facultative events that could lead to immobility. I really don’t know, events are still a bit far away and I don’t have a clear idea of how I’ll manage them, so once again I can’t promise anything, but if people really want the possibility for blobs and immobility, I’ll at least keep that in mind.

Thanks! I still have a couple ideas in mind, but I think it’ll do for now. I really want to finish cleaning the sprites so that I can start working on a few sets of clothes.

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I appreciate that with the new update, the previous updates now work with expressions for the other 2 personalities that didn’t seem to be there before.

New version is up on itchio!

First off, some new options in the character creator : mix&match hairstyles, catgirl mode and skin colors. I have some more options in mind, so there’ll be more to come. You can also access these options from an existing save by using the debug menu.

Then, you can now have money! Every real life day, your character will earn 20$. You don’t have to play the game every day though, this allowance is calculated depending on the last time you launched the game. However, I decided to put some limitations to this system : the amount of money you get for each day will start decreasing after 5 days, and you won’t earn any more money after 10 days of not playing. The maximum amount of money you can get this way is capped at 150$ after 10 days. Also, for now, your balance will be reset at he end of the day, for testing purposes. For now, I’d like to make sure 20$ a day is enough to start the game, and how abundant money should be, so I don’t want you to hoard for now. Once I got a bit of feedback on the subject and am happy with the balance of the game, I’ll drop the daily reset and you’ll be free to hoard all you like.

If you feel 20$ a day isn’t enough, I replaced the “refill inventory” option with a “give more money” option, that’ll instantly add 20$ to your balance. I’m counting on you to report how much you have been using it, this will allow me to fine-tune the game. The goal is to make money scarce enough to give the player a reason to come back another day, but without being so limited that it becomes frustrating. It’ll also help me design a couple of ways to earn money outside of the daily allowance.

But now that you have money, what to do with it? Well, you can spend it at the grocery store! I added a door to your character’s room, which will allow her to travel to a new location. There, you will find Emma, the very first NPC of the game, who will let you buy all of the food items. Except cakes. I’m keeping them for a later update in which I’ll introduce a new feature.

Other than buying stuff, you won’t be able to do much with Emma. In fact, she’s pretty much only an interractable item for now. But I plan on using her to experiment on NPC interactions and events. So yes, in the future, you’ll be able to talk to her, befriend her, invite her over, and why not feed her and make her fat. That’s what the whole game is about. But for now she’s the only worker at the grocery store, and she doesn’t have time for any of that. Maybe one day she’ll get a colleague? Who knows…

Finally, I attempted to balance the food items. Each category (fruits, fast-food, snacks, drinks, cakes) has its particularity : fruits are not very caloric but they’re cheap, fast-food are big calory-bombs but are quite expensive, etc… My goal is to give a purpose to every item. Because there’d be no point in making dozens of items if in the end everyone just ends up stuffing their characters full of pizza without touching any of the other food. So I tried taking into consideration multiple variables : how caloric, how filling and how pricey the food would be, as well as how much your character can eat, her base metabolism, how you want to play the game (gainer or feedee), but also some things that aren’t in the game yet, like the characters’ tastes and how easily available the items will be. It is in no way finished, it’s just a first shot and the balance will evolve as I introduce new features.

And I also reworked a couple more sprites. You now have a couple more HD-fied pixel fatty sprites.

To finish, a couple words on future updates. At the end of the month, there’s going to be the Olympic Games, and that means I’m most probably going to be very busy with work. So what I intend to do is make a small update right before the start of the Olympics with some more reworked sprites and maybe a couple new character creator options, and then once the Olympic madness is finished, I’ll start working on a bigger update, hopefully available between late August and early September.

And as always, let me know if you run into any bug!

13 Likes

Stay safe out there lad

Did you take the cakes out? I don’t see them in the store.

I did. I have some plans for them, and they’ll be reintroduced later on along with a new feature.

Alright. Cool. I thought I was going crazy thinking I was missing a tab.

For certain items, you could have a higher degree chocolate for example that gives significantly more calories but is much harder to buy.
There are currently items that only give <3k calories that could have alternatives that are higher priced and give worth it calories per currency. Mainly desserts.

Atm, the highest calorie food is Avocado that for some reason gives 2k more than the best foods.

Notable meta changes:

Before patch:
Watermelon
Double Cheeseburger
Chips
Cheesecake

After patch:
Watermelon
Avocado
Donuts
Peach

This is only >4k calorie foods

I like how you made more foods useable, especially ones that I never used at all.

1 Like

Here’s some of the reasoning behind the rebalance :

Currently, each food has 3 main, “relevant” parameters : price, calories, and volume. Volume is a bit special as it is a hidden value. The weight is a bit of a decoy, but aside from some special items like sodas or beer, you can assume high weight = high volume.

If you look at the calories/volume, fast food is overall much, much higher than the other food categories, meaning you can pack a very large amount of calories before being completely full. But this comes at a higher price. So the calories/price rate isn’t all that good, and so is the volume/price. This category is meant to be weight-gain oriented, to give a bit of a headstart to the player early on when stomach capacity is still low.

On the other hand, fruits are pretty low in calories, but also have a pretty low volume and are very cheap. Which means a “calory of fruit” costs a lot less than a “calory of fast-food”. However, you’ll pack less calories from filling your character with fruits than with fast-food. Depending on your base metabolism, it might even be impossible to put on a significant amount of weight eating only fruits early on, because of the base rate metabolism, which is a calories threshold to cross before starting to gain weight. With the highest settings, intended for people who prefer stuffing and bloating over weight gain, this rate is ~2000 at the lowest weight. If feeding exclusively on avocados, a fresh character will only gain 1800 calories before being full.

That’s the kind of balancing I want to achieve. Now, this bit of gameplay loop will evolve as the character’s stats change : if you can eat larger amounts of food, fruits are a much cheaper source of calories than fast food, and maybe making multiple stuffing sessions less calory-packed will be preferable to one single high-calories stuffing. But then again, as you grow fatter, your BMR will increase, so you’ll need to pack more calories per session in order to gain a significant amount of weight… All in all, everything will also depend on the amount of money you have, which will be the main tool I have to give its rhythm to the game, and will also be used for other things than food.

Some future game mechanics will also come into play. One I have in mind is happiness and tastes. Give a character a kind of food they like and their happiness will rise. That could be one way to befriend a NPC and unlock further dialogs and events. Other mechanics will give some importance to foods that are currently completely useless. Like, look at the strawberries. For a weight gain and stuffing game, they’re terrible all across the board, right? Well, I have something in mind for this kind of item…

All of this is why I need this kind of feedback. Balancing things properly is a very hard part of making a game, and this is the kind of feedback I’m really looking for right now and that will probably help me fine-tuning the game. So thanks a lot :slight_smile:

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Is there any way you can make auto pathing not get stuck on the grocery counter when the character just happens to walk all the way to the leftmost end of the counter and you motion for the character to go back home?

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Sure thing, I’ll look into this.

Hey there!! I really love your project so far. I actually just made an account on here to interact with you :slight_smile:
Forgive me if this has been answered somewhere, but is there a way to make more money in game?

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Glad you like it :slight_smile:

There should be a debug option to give you more money. After loading a save, click on the dark grey button at the bottom right of the screen to open the debug menu in the right panel. There should be a “give more money” button in that menu.

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As a follow-up, money normally accumulates once per day. As for how the game determines a day has passed, I couldn’t tell you.

If I were to guess, it might compare the date the save was last saved with the current date on your computer’s clock?

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That is correct, the last save date is saved in the file, and the calculation is made right after loading it :slight_smile:

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All these mechanics seem like they will bring a great amount of strategy to the game. I’m really looking forward to seeing how the cakes and strawberries fit into everything. I do think the exercise doesn’t have much of a reason to exist at the moment even though it has got a lot of potential.

Maybe there could be a gym with cute girls that will only talk to the player if he or she shows an interest in callisthenics or martial arts? It could be interesting if one is playing more feeder than feedee.

Exercising is just a way to manage weight for now. If people are not so much into weight gain and more into stuffing and overeating, that’s a way to keep weight gain in check.

It’ll also be an excuse for exhausted sweaty anime girls in sport gear, once I’m done with the sprites.

I don’t have a lot more planned for it right now, but I’m open to ideas. I have a couple “activities” in mind, with some kind of leveling system to unlock various bonuses. This idea of having a character start socializing and befriending you only if you have a certain level in a given activity could absolutely fit in this system.

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Maybe an eating contest mini game? It’s a common one though, so I wouldn’t be surprised if you’ve thought about it.

I’m not into this one, but it came to mind, and it’s got some practical use. A funnel feeding station that can be put in the player’s house and when used, allows you to just click drinks instead of dragging them to the character. Basically an upgrade that makes things slightly easier for the player.
Also it’d probably enhance the experience for some players.

1 Like