It might be difficult to code (I’ve only ever tried coding renpy and struggled), but maybe you could try making it so every upgrade progresses towards a new tier, and once you reach that tier you either get the new sizes/pay a bit to reach the next tier of upgrades and automatically gain the next size of weight?
Could potentially make it more of a meta-improvement? something that is possible from the start but you only discover how to do it through dialogue or experimentation? (like the walljumping with high-jump boots in UNSIGHTED
Ohhhh that’s a really good idea!! It encourages spending on upgrades, but doesn’t risk overshadowing all the other upgrades with a WG upgrade!
Oooo that’s a good one too. I can’t think of any ideas on how to implement that but it’s a new thought for me that’d I wanna look into! Maybe it’s just difficult to reach the max stages at first, and you have to purchase upgrades to make the process smoother. Or in order to increase their max weight you have to keep stretching the mutts out until you successfully increase their capacity?
I don’t know, I’ll think on it but something like this may end up being too much work to implement, but it’s definitely expanding my horizons on what I could potentially do to get around these issues!
what about something like factorio’s new milestone tech unlocks? where you have to do something to unlock it- so like for example, to unlock the higher weight stage of a certain mutt, all you have to do is sell a certain number of them at their current max size. But make it in a way that maybe, you can’t get all of them in one playthrough, BUT they’re unlocked for all future playthroughs, and therefore have to unlock them bit by bit if you want to unlock them all?
for example, an achievements list could be as follows:
Nutty milestone 1:
Sell 20 big Nutty dough-mutts.
Unlocks Huge Nutty size
Nutty milestone 2:
Sell 30 Huge Nutty dough-mutts
Unlocks Giant Nutty size
Nutty milestone 3:
Sell 30 Giant Nutty dough-mutts
Adds 100 upgrade points to the start of every run.
so on and so forth.
That’d work well for it’s own achievements, where when you sell so much of a mutt you unlock art or a gallery view of that characters weight stages. I’m just worried that doing this for the weight stages themselves might pad the game out too much, especially if it takes multiple playthroughs?
Maybe people wouldn’t mind unlocking the higher weight caps this way. The week already takes twenty minutes minimum to get through and I don’t want to make players have to grind my game to unlock something that shouldn’t have been that tedious to obtain.
I would definitely like to reward players for completing certain tasks so many times somehow, so I’m totally down with the idea of adding some sort of achievement system. The rewards for reaching said milestone may just be different.
Also now thinking on it, this might be a fun way to increase the cap of how many of a certain normal upgrade you can stack, like frying a certain amount of pups will increase your upgrade cap of how much you can rise the oil level, etc.
I have a few questions:
- Do they get eaten or adopted? Abd if they do get eaten, are they still technically adoptable when sold.
- What happens if you keep one as a pet? Do you have to feed them constantly or are they already feed once and done?
- How long does a doughmutt last, and do they expire or age?
- Do doughmutts have a limit in how long they live?
- What happens when they are hungry
- What would happen if you over filled them for too long
- And finally, what are their personalities on all three?
Love the game! I found the filling station very reminiscent of the Fillbots minigame from Rhythm Heaven (video if you haven’t seen it), and I was a bit surprised that no one else mentioned that. Was that an inspiration for you or just a really big coincidence? I think it would be interesting for the game to lean a little more into the rhythm aspect, maybe with a heart bonus or combo for syncing with the background music. If you were to add an endless mode, the tempo could increase each day or week to gradually raise the difficulty, too.
The only other original suggestion I have is to add an option to make the orders show icons of what the customer wants to help the player react faster. I’m looking forward to whichever direction you choose to take this in!
This game is very high quality, and I can’t wait to see where it goes!
- I’d probably say a good portion of them get eaten, but ultimately it just depends on what the customer does with them. There’s been several cases of them being kept as pets.
- Yeah, you gotta feed them regularly, they’ll also continue growing too. They make for great doughMATES as long as you take good care of them.
- Nobody really knows, since doughmutts are a somewhat new thing and they haven’t been around long enough to figure that out. They do continuously grow in height though, seemingly endlessly, so that’s how you can tell how old a doughmutt is.
- Again, haven’t existed long enough to know. However, if they were to have a life expectancy, it’d probably be several decades.
- They get hangry, and will probably raid your pantry, or worse, someone gets vored instead.
- In-game, they spit all the filling out when you overfill them. If you were able to keep overfilling them and keep it inside them, they’d probably stretch out and become a big, sloshy water balloon.
- Clair has been around the longest and is the most developed, since he is literally just my fursona, so his personality is similar to mine. Munch and Nutty had a lot less time in the oven, I did have some basic personalities for them though. Munch tends to be mischievous while Nutty is more laid back. Their personalities can adapt and change a little though once they are bought by a customer and spend some time with them, growing into their own identity.
I AM SO GLAD SOMEBODY FINALLY NOTICED THAT!! Not only was fillbots a huge inspiration for DoughMutts, but DoughMutts originally was going to just be “Fillbots but FAT”. It was going to be a rhythm game, but I quickly gave up on that after I realized how hard it was to make a rhythm game. It then shifted to “Fillbots without rhythm and also FAT”, which I made and even still have a build for. It was fine, but I felt like I could do so much more with this concept, and it’d be huge wasted potential if I just left the game like that. So that’s when I began working on the new DoughMutts that you’re playing right now.
I probably won’t add a rhythm aspect to it, but I did try to keep the timing part in tact, and even made the music have the same tempo as the pumps, which sadly go out of sync a little with long fillings like Nutty. I feel like it’s so similar to Fillbots, that if I wanted to make rhythm DoughMutts, I’d just use Rhythm Heaven Studio and swap the assets. (If I could get my hands on RHS anymore)
Oh that’d be a good idea, I’d have to figure out how to even show sprites between text so I don’t know how possible it is. Since the names are harder to recognize and react to, and the only place it tells you the mutts names are on a little tag by the tray, it might help having some icon for easier readability.
saying they get hangy makes me wonder if they would also vore their fellow dough buddies, certainly one way to fill them out more
Yeah they probably would!! No doubt about it! :3
Been working on the additional weight stages, but I got caught in a bind and had to figure a bunch of stuff out with the sprites and animations. Finally got it figured out and Munch done, but I kinda forgot how much work it’s gonna take to finish the rest of them. I still have Clair and Nutty to do, and on top of that I gotta draw the new weight stages for all the mini-mutts at the front counter as well. With all that, as well as all the other little things I gotta add, it’ll probably take a while, just so everyone knows.
Originally I wanted nine unique weight stages for each mutt, but for the time being decided to only add three, bringing it to six stages total. I’d love to be able to create even bigger sizes in the future, but again not only is it a lot of work, but I’d also have to implement a new mechanic just to be able to fit the largest mutts on the conveyor belt.
Even then, I’m excited to see how these expanded limits will effect the game, and finally be able to see a little mechanic I added long ago in action.
Anyways, here’s a peek at one of Munch’s new weight stages :3
I love this game so far!! The art is absolutely adorable, and the gameplay loop is nicely tuned to be chaotic without feeling unwinnable, and when I get overwhelmed it’s easy to realize where I went wrong and how I can avoid it in the future. Great game overall! All I can really ask for is more content! Whether it be stuff to do with your money, more weight stages, or possibly more unlockable doughmutts for harder difficulties. I’m just excited for this game and hope to see more!
I also noticed the Fillbots inspiration by the way! Rhythm Heaven is one of my favorite games ever and I was so excited to see a take on one of its minigames like this!
imagine, like, unlockable skins for the doughmutts that change how they look… Now imagine one of the skins straight up turns them into fillbots. Fattened fullbots lol
Ooo I love the game so far and I can’t wait to see the new weight stages.
Yo, I think I got a good idea for things you could do, you could also make it mobile for the people who don’t got a PC, like me
I did make it for mobile, the web version used to work on both my iphone and tablet.
Although, now trying it again with the newest version, it doesn’t work on my iphone and my tablet lags really bad trying to play it.
I hope I can restore mobile support to the game, but I realize now that it’s going to take more effort than just exporting the game as is with touchscreen compatibility. I’ll see what I can do, but I am not going to make any promises that there will be a mobile version. If the game is to big to work on mobile without making huge and drastic changes, then it might remain a PC-only game.