FATACLYSM [7/11/25 NEW PARTY MEMBER, LAYER 2 NOW FREE!] [v0.2 - The Leona Update]

Thanks for the super lengthy reply, it really helps out when people provide such large amounts of feedback like this. Regarding the bugs, the token numbers should be an easy fix, so I’ll try to get that out soon enough. Some elaboration on the other bugs that you pointed out would also be helpful, lol.

I also agree that the game is a bit too easy. Ravager was meant as a bit of a test for if people like higher difficulty enemies, and it seems like the response for her level of difficulty has been positive. Increasing the challenge can be pretty risky, though, as it makes the game more exclusive. So, I think I’ll probably do a survey regarding what everyone wants to see in that regard before I make any big changes.

Outside of that, thanks for the review! I love hearing about what people enjoy most in the game, so I’m glad that you found so much to like.

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I thought I would come and leave my thoughts since the dev is asking for feedback. My general feeling is that this game is developing well, but there are some things that stand out as a little bare. Below, I am going to intermix comments on the update on its own, and the game as a whole. I make a few suggestions which I do not think are particularly easy to implement, but I think would be beneficial; consider them being just me spitballing because I have no obligation to follow through on anything lol

The core gameplay loop did abruptly change with the Ravager, which I think was a good thing. In general, the previous version of the game felt very safe, in the sense that I could skip all heals and complete the whole game after getting a few upgrades, and I did not need to play differently ever. I could walk into every combat without swapping skills and annihilate everything I so desired with acceptable damage. This is a bit of a shame, since I would then never see the endings (which are the core fetish payoff in the game, imo) unless I decided to self-sabotage, which takes some of the fun out of it – I prefer that either bad luck or bad play forces me into a bad end. With the Ravager, and some of the reworked effects, I died due to sloppiness, which caught me off-guard. I like that! The Sovereign got a little scarier too due to rupture, and I find the Diabolist living long enough to get curses off more than once now. As an aside, though, the Ravager/Diabolist fight is probably harder than the Champion at this point, which makes selecting elite vs. minibosses odd in act II, since the miniboss is usually easier now… I think in terms of balancing, I would like to see the standard encounters stay at the same level of difficulty, and the Ravager/Diabolist should be the bar for minibosses, so I can still experience fear.

On a related note, I think the skill unlocking system needs some reconsideration. I think it is actually somewhat of a weak point for the game as-is. By this, I mean it allows me access to a single, consistent toolkit across all runs. Whenever I see an enemy that, say, dodges, I always can swap outmaneuver in on Aria, and I have a hard answer. I dislike that. If something like the Binding of Isaac gave me even a dim shadow of the access to my whole toolkit that Fataclysm does right now, it would be a strict downgrade, as it removes some of the more interesting decision-making I have to do in approaching combats. Analogously, I would like to see skills be something I randomly find within a run, capriciously, and I would like to see some that are variously better or worse than the ones in the game right now. I would imagine the base skills I start a run with would be less versatile in this hypothetical, so I would be incentivised to take any skill the game randomly awards me. Something like that, to spice up run variety, would be a big improvement for me, and this is just one proposal; I would be pretty happy with most things that add more variety or force different playstyles. As an added benefit, they may cause more losses, which is good when that is one of the main fetishistic payoffs in the current game. The equipment does currently offer some different playstyles at higher rarities, but I would just like to see more run variety. It could also mean you could have monkey’s paw events to offer the player a higher rarity skill or something like that, in exchange for a curse; more opporunities to incorporate risky decisions and the fetish stuff into gameplay.

The other front I would mention is the writing. Specifically, the Gourmand ending is very, very good. I think all of the endings are solid, though I have a definite preference for the second area endings, and the second place for me is the Soverign ending. I also think the characterization of everyone got better this update, and I would actually like to see more comments from them on inconsequential things for that reason. In a game like this, I think ocassionally having idle chatter between the characters on transitional screens could be nice, like how sometimes a character comments on entering combat, but instead for something more mundane, like a couple of sentences traded between characters on the environment, or something of that nature. It adds more characterization without forcing a whole new event just to communicate it.

A separate thing that I want to bring up (and it really is separate, I think these do different but related things!) is that I wish there was more kink stuff outside of the endings and character descriptions that involved the main party which last over a run. For an example, if I want to see something really juicy, the best stuff ends my run. For an example, in the Gourmand ending, the characters are corrupted, and then they aren’t. Maybe, you know, there could be a chance one of them keeps up that corrupted mindset on the next run, altering dialogue, and you either have to manually purge it, or it persists. Or, there could be events where there is a dramatic change to a character that does not end the run, but instead inflicts a curse, or something of that nature. None of these need to change visual assets, but they could change dialogue, or tint a photo or something to represent it without forcing you to regenerate images. I just like continuity, and the feeling that the characters have backslid somehow, or were changed, in a way that persists. It does not feel like persistence if it only happens in a “you lose” cutscene. The curses somewhat fill this niche, but none can happen early in the run without the Gourmand, so I often do not get to see them evolve.

Anyway, those are my thoughts. I am curious to see where you take this. In case it did not come across above, I am positive about the project, and I hope my spitballing is productive in at least underscoring what I mean. Good luck on development!

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I’m glad I can help with my verbosity! To clarify the other bugs after some further testing:

  • When the Eidolic Infection progresses on Estelle, it will occasionally read “Sakura’s Eidolic Infection has worsened…” It seems like this only occurs in Layer 2.

  • The Eidolic Infection seems to have trouble progressing or causing any fatness at all when changing between locations if it starts on Estelle. Previously, regardless of the party member, the infection would do something every time you start or move to the next location in a layer. The images below are from the very start of a recent run. Note how there’s no fat addition or progression of the infection: So apparently I can’t attach multiple images here because I’m a new user, damn. I’ll have to send more replies with the images if it allows me to…

  • The damage-over-time bug was a hard one to replicate, as it looks like it only occurs when multiple party members are suffering from the same effect. The images below are from Aria and Estelle respectively in the same fight. Note that the effect doesn’t behave any differently for Estelle, it just has the full description and shows the wrong value for remaining turns: Same problem as above. Damn.

Hopefully this is enough info to nail these bugs.

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First image for the Eidolic Infection progression bug:

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Second image:

Edit: now I can’t even follow up with the images for the damage-over-time bug because of the rules on this site for new users. Wish I’d known before I tried to do this…

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Supporter Build v0.1.2

It is complicated to get to the save load when switching versions.

The batal song is prety repedetiv

There are no background pictures on Firefox, but it works on Internet Explorer.

Lots to respond to here, but I don’t mind. As I said before, I appreciate when people take the time to provide so much feedback, so thanks!

I’ll definitely be doing some rebalancing for Ravager, but people have seemed to like the challenge she presents, so I plan on trying to bring the other enemies closer to her level. I also might make Diabolist + Ravager a special encounter, maybe that only appears in certain events, since it’s essentially 2 elite enemies for the price of one. I could potentially make it a miniboss encounter so there’s more than just Royal Champion in that pool, but we’ll see.

I think this is a fair stance to take, but I don’t really agree. I think that allowing players to swap skills freely encourages more flexibility and rewards being strategic, so I’d rather that make them luck based. However, I do agree that run variety could be better and is something that I plan on working on over time. The main way I’ll be implementing this is probably going to be through a higher quantity of impactful items, but we’ll see how things develop in that regard.

Most of the rest of the things that you mentioned are good ideas and are already planned to be added to the game Eventually. :tm: Stuff like more dialogue to give characters and enemies more characterization will definitely be added in the future, but currently they’re not a super high priority. I imagine that the start of systems like that will probably start popping up a couple of updates down the road, though.

Once again, thanks for the feedback, and I’m glad that you enjoyed the game! I also hope that you end up being satisfied with the direction that I’ll be taking things in the future as I try to address the things that you’ve brought up.

No worries, thanks for elaborating on those bugs. They should all be fixed in the currently uploaded build now, though I will say that Aria’s Counter tokens didn’t seem to be bugged in any way, so it was likely just a case of her passive ability causing her to not lose them when she dodges (as is intended).

If you don’t like the music, it can be turned down/disabled in the menu. I also use Firefox and the backgrounds work just fine, so the issue is probably something else.

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I’ve just posted about Fataclysm on some other sites to promote the game. It would be a big help if you all could leave likes/follow/whatever on each of these platforms! Getting some traction right away will really help to build visibility, since I’m starting from nothing on pretty much all of these.

Check the links out if you’d like to support the game’s continued growth! I’ll probably be posting more screenshots and samples of the game’s development over time on these platforms as well if that’s something that interests you.

Twitter - x.com

DA - FATACLYSM v0.1.2 by JupiterThePlanet on DeviantArt

TFGames - FATACLYSM

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The best option to suit most of the players would be adding different game modes, each one varying in terms of difficulty. Just add Easy, Normal, Hard, and that’s about it.

Some rewardings for higher difficulties would’ve been good too.

What is TF games? exactly

TF games is a forum for transformation-based fetish games.

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Could you share a photo here that was generated with AI, along with the specific parameters used to create it? In the Stable Diffusion PNG info section, it always shows “none” when you post these images elsewhere.

Do you mean the metadata? I always photoshop, upscale, and compress the images so those typically wipe out the attached info. Do you just want to know the kind of prompts that I use?

bassicly Yes I woud be thankfull

I don’t really do anything particularly special when it comes to prompting. The much more important parts are to use hires fixing, img2img, inpainting, and so on. I do typically start my prompts with something like “(masterpiece, best quality, highres, detailed:1.1), (high aesthetic, 1girl, solo:1.4)” though.

Am certain you’ve explained it elsewhere, but how do you manage to use the same character design for different pictures?

The “Reference” ControlNet is really useful for that. Making custom LoRAs also helps.

yo! i come from TFGames because of the “Possession” tag, so i was wondering where is the possession in here? Is it something that is gonna be added later or some kind of game over scene that i havent seen?

Great game btw hope you get to finish it.

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At the moment, there is a layer in the paid version called the palace where there is there are a couple scenes where either a party member or even the whole party gets possessed

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So, i usually prefer to not leave any comments, but this game really surprised me with its quality and amount of effort put into it, so i thought that i might as well add some suggestions here.
Also sorry for potential spoilers and mostly unformatted wall of text, i am not that good with text formatting despite having some experience with programming, ironically enough.

  1. So, the first point being that the final weight stage for the party doesnt quite feel like they are literally too fat to continue the fight, at least to me. In my opinion that stage is better suited to be second to last because it fits the idea of being just barely able to move better. As for the final stage, i think the second set of images from the warden’s ending would suit the general idea of immobility way better. And based on my limited experience in programming, i assume it would not be that hard to reuse the part of the code that manages weight stages to add another one on top of the current eight and also reuse those final four images from warden’s ending for this new stage(do correct me if i am wrong though). Additionally, the naming of the stages could be adjusted to fit this new stage, for example renaming the “Fat” stage to “Plump” or similar, thus moving the names of other stages one tier higher.
  2. The second suggestion is to make the party dynamically react to changes in their weight when it is not already present through events or special conditions. Basically add some flavor text whenever someone gets to the higher weight stages or maybe some occasional sfx or something related. I understand that this suggestion might be harder to implement, so i will understand if it wont be implemented. (though the same can be said about the first point as well).
  3. And the last suggestion i have is to make an event where one of the girls(or all 4 of them, maybe?) are fed with something that does not instantly turn into fat, leading to the girl(s) involved getting massively overstuffed and maybe gain some mild debuff besides the eventual weight gain from it. This is purely my preference though, so i am fully expecting it to be ignored if that is not to your liking.
    And lastly, i know this is against the forum’s rules, but considering the impressive quality of the game, i cant help but ask: would you be so kind as to give a few details about the next update?

P.S.
Please do excuse any potential errors as English is not my native language.

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