Draconic Expansion, a dragon girl extortion, city building simulator (For Real this Time)

I’m starting to feel like the fact that every building has a minimum cost of 25 gold is kind of a detriment to consistent growth. Like, you can’t really operate a new production building without also building a new house, and by proxy needing more farms, so every production building is basically twice as expensive as it actually says it is. It also leaves a lot of empty turns which feel bad because you feel like you’re wasting them somehow even when there’s literally nothing you can do. I’d consider dropping the gold costs of farms and houses to something like 15 gold, just so players don’t have to have so many dead turns between constructions.

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I do want weight gain to be more prominent in the game, so I’m open to some scenario/gameplay ideas to flesh it out a bit more.

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Including a ‘village representative/hostage’ character might provide some additional weight gain options. Somebody whose condition can provide stat bonuses depending on how well they’re kept. Maybe something special if they’re gorged into blob size, or even multiple stages of blob size. And there might be some special ‘holding court’ scenes at different village weights if/when you implement that mechanic.

Also, I finished a run of the game with the new balancing. It feels a lot more manageable. I started using the free wall and +40 resources codes, which probably helped make it feel easier, but that’s what they’re there for, right, a reward to provide a better start on another playthrough.

It actually ended a lot sooner than I thought, I had only gotten to Invasion level 60 or so when the game suddenly gave me an ending cutscene. Is that the normal spot, or did I hit some other condition that triggered the ending, like high happiness/control? I honestly wanted to keep going, I had future turns all planned out and everything.

All in all, this game has turned out to be one of the best ones in the Game Jam for me. Really interested in seeing whatever you may add to it!

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Just chiming in to add some more praise to this entry, I really enjoyed my playthrough, would love to see the game fleshed out a little more. The greed theming, the management style of gameplay and the dynamic between each dragon and their different attitudes to extorting all those lowly humans just clicked with me.

As for ideas regarding wg scenarios, I have some suggestions…

I know that more comments from the court during decision-making have been brought forward in the thread, but more specifically, it would be cool to see more interactions between dragons of a reasonable weight disparity. I know there’s some with the differing immobility events, in which the still mobile dragons mention their own weights getting out of hand, but it would be cool to see a fatter dragon ahead of the pack push the others into bad habits or the like.

Another idea would be to see more of the effects higher weights can have on the different jobs you send off your fellow dragons to do through small events, again there’s already some of this in the flavour text at higher weights, but I feel there is potential for interesting scenarios there. I can imagine seeing a gradual change in malin’s rampaging going from outright assault into schoolyard bully style sweetroll stealing, with the actual physical threat for the villagers going from being thrown across the room to getting sat on by lardass, for example.

Finally, I thought the villagers roaming around fattening you up on occasion around the place was another interesting avenue, maybe there’s a feeder villager who’s either trying to sabotage the court or is just into it, could be the owner of the inn, perhaps? Maybe villagers at high happiness smother you in edible tributes that would be difficult to resist?

Regardless, these are just some ideas inspired by what I’ve seen so far, not to gush or anything, but, much like what I’ve seen and enjoyed so far with your other projects, I believe there is much potential in the concept and eagerly await whatever else you may have in store for us!

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i would like to say that this is by far the best of the gain jam contenders that I have played so far.
the economy was really difficult to manage for me but keep in mind that I was playing the earlier version.

in regards to serein’s opinion on the dragons weight becoming more pronounced over time, i think it would be a fair trade off if Malin had a inverse opinion on their weight that would start high but would come down, as her weight would rise. it would also be a good opportunity for weight based interactions between the dragon girls, and play into her not wanting to be as fat as the others.

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Shake down, went from broke to having money, got stuck on that money, softlocked the game, have to reload old save.

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Ideas for weight gain?

First this might be a bug but after a companion enters the fourth weight stage and can no longer exercise the dragon you control can no longer do it either (even show the fat face).

My first proposal is a mirror of the cookie bringers (they appear if town has to much excess food). For example if you have high control or happieness you get fearfull/happy offering bringers (probaly less than the cookies). If both are high you get only greatfull wellwishers that would have a higher effect. To stop to many NPC running around there would need to be a if-chain (probaly exchange the central cookie giver with the more potent one and/or change the right or left one to react only additionally to control or happieness with the central one to be affected by both).

Second would be a reaction to to many levels of buildings. For example if you go over X population there is a monthly street festival/get together that can be investigated. For over X levels of farms there is a NPC waiting by the den entrance/wandering the entrance hall with a strange crop found. For stone mines they find some strange bones (nice narrow), for iron mines a piece of rare -for dragons eatable- metal, for X entertaiment centers a clown/jester, for X statues a basket of offerings collected from them, for guard posts a soldier bringing contraband by, for markets a merchant presdenting a rare foreign treat, for restaurants a chef presenting their newest creation and for the grand placa I have no idea. For each of them it would be nessecary that enough people work in that type of building and might need individual triggers to not appear each month or a shared trigger so that not all can be triggered each month. Maybe something to be handeled while holding court?

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The ending is currently triggered by simply surviving to month 99. If it’s too short, I might make the game longer some day, but I like the length as is for the amount of content that’s there. If the content I intend to add gets to the point of it being too much for that time limit, then I will increase the length of the game. I’m glad you liked it though :slight_smile: The invasion level being only 6/10 means you did a pretty good job not pissing off the humans too much. I wanted a buffer to make it so playthroughs that ignored happiness for the most part, or lost multiple coups were at least possible. My first run was at about 50 invasion strength, and I was careless on my second run and ended at 90 Invasion score.

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The one you posted last night. As much as I like being a part of the process I also like being a part of the more finished product lol

I’m pretty mixed about the Dead Rising idea. Usually in DR the restarts were due to dying in inconvenient places and having not saved for a long time or realizing that your save file was made at a point where it would be impossible to continue the main story from wherever you were. Since failure post-wall means you’re waiting for a strong invasion force to swoop in, defeat isn’t always as quick. In a way it feels like the difference between losing a quick multiplayer game where it feels close vs facing a firing squad.

Either way, I’m glad the feedback’s helpful! I’m going to give things another spin in due time.

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Just cause I’m curious more than anything, but which is your favorite playable character from a wrtiting/dialogue standpoint? I want to know if I need to improve any of them if one really lags far behind.

  • Serrin (Red)
  • Malin (Blue)
  • Reila (Green)

0 voters

Alright, day two…

So, now that I got the wall figured out and more economy things going, I was feeling a lot more stable. The strength you posses naturally is handy for a while and conveniently begins to go under vital numbers when you start getting fatter. I thought it would be smarter to keep my “rivals” fatter so that I could have a numbers advantage. But then I learned that each stage of fat is +5 opulence (+10 for me) and like a dummy I built the Inn without a way to really take advantage of it… So I more actively tried to gain afterwards. But that’s a bit of a process and I was nowhere close to the next level. Still, the resources were coming in quickly and so was the gold so I figured it was time to expand further and… Well…

Ended up failing for the first time about twenty minutes later when the Notoriety went over 100 at an inconvenient moment and summoned the army when I was two strength behind what I needed to hold it off. Got the NG+ codes this way! And wow, that’s quite the boost. Really given that I’m on month 60 or so and I feel like I’m floundering due to expansion decisions, I may as well take that and run around again…

My thoughts still echo that of yesterday. Though I feel like I’m figuring out this game and learning, the complexity (which isn’t super complex at times, admittedly) is beating me over the head. But I think that’s a personal failing as this definitely has proven to be a game where the intention is to try, fail, and then try again a little smarter than before. Though the NG+ codes help too and act as a more accessible mode option. Really, once you get past the rather brutal early game, midgame isn’t that bad. I would have liked my little villagers happier than I had them though. Never could get them above negatives. The idea of adding even more complexity is already making my head hurt but I’ve been getting gud as the kids say so progress is progress.

Also I rush built two entertainment districts in the beginning and it looks like that may be required since it takes care of some of the happiness issues early game. I’m still trying to make sure I know exactly how many I want to make…

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image
just a question but what exactly is going on here? I’m using unlimited resources code, and this has just sort of popped up, with no interaction available

The same problem happen again. Once i built the fortress. It lock me out of the den.


Roughly in a 3 hour run. Will it be possible to fix this and keep my save.

yeah it’s possible. Which version of the game are you using? is it called “bug fix 1”? I just tested it, and the current version didn’t do this to me.

If it is “bug fix 1” that is the old version. Download the “post game jam” version on the Itch page

Thanks. Itch decided to downloud the old one twice.

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Welp. My saves couldn’t be saved. 3 hours gone. And i was doing so well.

are they incompatible with the new version?

How do I buy food and sell recources?

edit: Found it!

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Haven’t posted yet. I wanted to pitch in and say I’ve had a blast playing this game. It really is what we were missing in these games, and it’s a fresh take on RPGmaker games.

There’s a lot of comments here! I hope I’m not repeating anyone but I noticed some bugs on the latest version you might find interesting. While playing as Reila, I used the rapidly fatten Reila, start Malin at lvl 5 weight, and start Serrin at lvl 3 weight (+ many other) modifiers and ran into these small issues:

  • Serrin used Malin’s head portraits (and dialogue too, I think) at some of Serrin’s higher weight levels when taking her out to eat at a restaurant
  • My character Reila would not exercise in the mountains at around weight lvl 3. The game showed her much fatter head portrait and dialogue as if she was too heavy to fly already. Maybe the flight event is pulling a different stat than my current weight / calculating it wrong?
  • When hiring cooks for a restaurant, the confirmation dialogue box describes them as “guards”

Hope I didn’t retread ground. It’s a long thread but your game is getting the attention it deserves. Can’t wait to see more from you!

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Sorry, past out last night. I tried to bring the save files multiple of times, but it never intergated with the new verison from the old. Even reseted mt laptop with saves in the folder to see if that work. But didn’t I’m just gonna do a new gam.e

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