FATACLYSM - A Multiversal Weight Gain Roguelite [11/1/24 NEW UPDATE!] [v0.1.3 - A Little Bit of Everything]

Okay! So after playing it for a hefty amount of time I feel like I am in a decent spot to put in my review and such.

For one, I am immensely satisfied with the game and what it offers so far. Your previous work has very much born fruit with how well everything is put together, albeit with a few issues that I’ll go through.

  • The repetitiveness of the events - Now I know this can mainly be fixed by simply adding more in due time, however with the events currently inside, I have personally found that the feeding tube event happens considerably less compared to feeding the solder/raiding supplies. Which is a shame since that event is one I like quite a lot due to how interactive it is without causing combat. I feel like this should be done more. Adding events that have a risk/reward where you risk immediately making a character immobile or such, but the rewards (and the writing) more than make up for it.

  • More area’s before the boss - At least with the 1st zone, I feel like getting to the boss is much too fast as it stands. While this could mean the 1st area becomes harder, a simple fix is to add a resting zone. Give
    options. Reduce Fat or Recharge Energy. It won’t get rid of all the fat and such, but it helps to give that little more momentum to a run. The same can be done with the 2nd zone and so on, but the first area in particular feels too short.

  • More curses! - What The Gourmand has to offer I feel should be looked into a lot more. The idea of punishing anyone who may or may not be solely focused on the more lewder scenes, or perhaps the few that are too careful to avoid them. Variety is also good, like making some affecting singular characters or certain pairs. This I feel could also be applied to the potions, as I was a bit saddened to see that they never stuck around or were harder to obtain. One suggestion I might offer is maybe a sort of ‘mutation’ system to a run. Choose to debilitate yourself at the start of the run by having one of the characters have a gimmick and different weight gain images. (I.E Estelle’s cow TF being something to actually manage throughout the run where you have to milk her by wasting energy or causing herself/others to drink from the tap and gaining weight)

  • More sounds! - This is more so a ‘nice to have’ rather than necessity. But I’d love for if the girls were at the larger sizes that when traversing between encounter and such that maybe belches or gurgling could happen. This is mainly coming from me doing a playthrough with the characters affected by the Gourmand’s curse, and healing and reading the characters get bigger and the stomach sounds and going “I wish this was just basekit instead of coming from just an encounter”. This thought becomes much stronger when the curse reach it’s maximum and the sounds and descriptions stop.

Now with this all being said, I’ll go through suggestions for what to add, which will include some of them that I slapped above purely for the sake of easier reading:

  1. Explore Button - Simply put, this is an option that can be added perhaps just before the final boss that ‘extends’ the floor, making it easier to maybe find certain events or to risk being more injured at the final boss but having the possibility of upgrades and items.

  2. Break Room/ Rest Area - Whether through dimensional whacky-ness or thematically fit locales, having an area for the girls to rest at during the middle of their exploration would give them the option to either be slightly slimmer, or regen some lost energy. Perhaps adding dialogue in these area’s depending on the girls weight with images could be a nice addition too.

  3. Run Mutations/Gluttonous Pacts - Before the start of a run, or somewhere early into it you can encounter a ‘friendly’ NPC that will offer a random assortment of mutations that alter how the run will work. Again as the example above, perhaps turning Estelle into a cow at the start. Causing the crew to either use energy to milk her or get fatter by drinking from her directly. But in turn a boon of either increased essence gain, item chance or whatnot. Other mutations could be a constant poison effect in return for stronger attacks overall, making it a race against time and challenging you tactically on what abilities to use. This could even be expanded down the line by making these deals causing the characters to be slightly more corrupted. So taking more and more of these pacts/mutations lead to possible endings?

These are what come to mind for me at the moment. If there is anything that you’d like me to expand upon feel free to ask me! I look forward to future updates!!!

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I think that Afflictions can fit the first role that you described pretty well. Currently, the 150 divine piece tax to remove all Afflictions was pretty tacked on, as I didn’t want you to be stuck with it if you had one. In the future, though, Afflictions will balanced to be a bit more in line with what you said in your first point.

Consumables are also something that may come in the future, but we’ll see. They wouldn’t be too hard to implement, at the very least, and I think that there’s some cool stuff to potentially be done with them.

Wow! This is a whole lot. Thanks for providing such a big review, and I’m glad that you enjoyed the game so thoroughly.

Most of the stuff you’re saying like more areas, events, rest spots, etc. are things that I agree with, but I’m also trying to be careful to not bloat run times too high. Once development is further along, the plan as of now is for there to be 4 total layers in a run, and it would suck to lose at the end and be forced to play through a ton of content over again just to get back there. Obviously there are solutions to this problem as well, but I really want to be respectful of the player’s time.

However, I have some ideas regarding the game’s structure and the size of each layer. I’m not quite ready to share it right now, but what I will say is that you’ll probably find quite a few of your requests fulfilled by the direction things are going to go in.

When it comes to stuff like curses and afflictions, you can trust that you’ll be seeing many more of those in the future. I really love the way that they allow me to combine mechanical stuff with fat stuff, like how the Gourmand’s Gift gives both a huge buff and a cool fetishy downside.

Regarding the special images potentially being added to gameplay, there’s two ways that I actually plan to go about doing that. Firstly, there’s the option of adding simple reskins. For example, if I made just a few more cow images for Estelle, I would be able to add an option to fully reskin all of her weight stages with them. I’m not sure how common these will be going forward, but it’s definitely something I want to look into.

The second option would be to add some sort of subclass system. If you’ve played Darkest Dungeon 2 (which was a big inspiration for the mechanics of FATACLYSM), the “hero path” system is something that I’d like to potentially consider adding in some form. Basically, when you start a run, it allows you to pick a subclass that remixes the skills, stats, and passives of your characters, essentially letting them fill whole new roles while still maintaining their core class identity. I think that adding a way to remix characters’ skillsets, while potentially combining it with a different set of images for their weight stages, would be a cool way to freshen up the gameplay.

Obviously, alot of this is just me spitballing, so we’ll see what actually gets added in the future. Development is very time consuming, so it’s impossible for everything to make it into the game. However, I still think that you’ll probably be happy with the way things will be going with future content.

Thanks again for the super in-depth feedback!

That’s fine! I just offered the new area’s and such as a way to give more character development as well as more chances for fetishy stuff. And while everything you have said at the top has made me much more excited for upcoming content, I am absolutely gonna reply to the last two things!

While the reskin option would be the admittedly more easier to do thing, I feel that it in turn dulls the potential of what you could do with them! If I may be allowed to go for a hypothetical, with some adding of what you said with this hero path:

If a new run starts, they come across a sort of…neutral entity that is related to entropy. Not wanting to pick both sides but likes to see a little splash of excitement. And makes an offer!

  1. Gives a ‘boon’. Whatever character us selected is changed, most likely to something fetishy but offers a new moveset/upgrades at the cost of this boon providing a negative to constantly keep an eye on. It’d be something like the Gourmand’s curse, but something that can be partially dealt with.
  2. Offers a ‘challenge’. No changes to the characters, except for maybe a debuff. If they complete the challenge by clearing the room? Extra loot! Debuffs could be decreased FP (Fat percentage KEK), vunerability up and such.
  3. Decline the offer, and be on your merry way.

This sort of helps alleviate the worry of losing a run since well, this would be entirely up to the player.

The subclass system could work too, though I feel like for it to work there’d have to be some sort of story for it. Like it’s not just a simple reskin with new abilities but you can see exactly why the character has that subclass. Actually, thinking of this now…this idea could be used to make a corrupted version of the character
One that has dipped their toes into the corruption enough to revel in it via dialogue or mechanics of them being more powerful the larger they are? For example, given Sakura seems the most easiest to become more gluttonous/corrupted.

I am absolutely spitballing ideas but here but lowkey I wanna see this game come to it’s fullest potential, so I am more than happy to throw all the ideas out there.

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Two things I noticed in the new update, Xaero’s shop seems to be bugged as some items on offer are just itemrollback$2 or something, second is more just checking to make sure but, are you supposed to lose the Gourmand after you complete a run with her? I should clarify I got the Gourmand, finished the run she followed me back to the start, but after I did a complete run with her, she just disappeared, is this intentional?

I believe so? I remember there being dialogue of her saying that she will leave soon, but still wants to enjoy herself some more.

I’ve only played like, one minute of the tutorial and already like this, true quality stuff :ok_hand:

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Hi! Sorry for pinging you, you’ve made an excellent game, by far one of the best out there (or maybe the best depending on what one’s looking for) but I still for some reason cannot access the patreon version’s content, even after downloading it and starting a new save! What can I even do at this point :sob:

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Sounds suspiciously like a certain mechanic from Hades, lol. Also, the subclasses would definitely be integrated in-world in some way. The implementation probably wouldn’t be super homogenous, either, so it really just depends on what the mechanics would entail.

Coming up with ideas is pretty fun, but at this point in development I think I need to focus more on just getting down basic stuff like adding more event and enemy variety, expanding each layer, adding new layers, etc. Not to say that this stuff won’t happen, but it’ll probably be some time. Still, thanks for all your suggestions.

Are you on the free or paid supporter version? The free supporter version only unlocks the Gallery, while the paid one unlocks the Palace.

Oh. Okay my bad I didn’t understand there were two different versions, I thought there was only the free patreon version. I’ll get the paid one right away :+1:

(sorry for being dumb I don’t do it on purpose i promise)

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That helped, thanks a lot)

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honestly? my main problem is enemy mechanical design, take the captain for example:

the captain provides a full team 50% dodge chance pretty much every round due to the action points she gets and is usually the last in the stack to go, meaning every round you have a 50/50 chance of even doing damage since all characters are stuck with one action unless you use run limited energy which has a relatively low cap

hell you can lose the tutorial fight pretty easy due to weaknesses not really being brought up and the captain being her usual dodge spam happy self

baller game

it would be nice to have the character status descriptions in the gallery too but game’s great so far (free ver)

didn’t really think about defense that much because i couldn’t be asked

I’ve noticed that the Eidolic Infection gets automatically cured at some point in my save file, with further interactions with the Gourmand not giving any of the characters the infection again. Don’t really know how to replicate this bug though.

Hmmm, I see. What are some examples of existing afflictions? I have been through layer 2 four to five times but have not had an afflication (maybe I did but not yet aware of it). Is the gourmand event an affliction?

Are the “skins” something exclusive to the Patreon version for now?

The Eidolic Infection is an affliction that you can get from letting the Gourmand force-feed one of your party members. However, I’ve found that finishing a run with the Affliction on one of your characters will automatically cure it for you.

Enemy balance is definitely still a work in progress. It’s a goal of mine for it to be both fun and challenging, but it’s probably gonna take some time to achieve that.

This was actually added to the game thanks to suggestions from others! Download the most up to date version of the game and you’ll be able to view everyone’s descriptions in the gallery.

Do you remember when it got automatically cured? It’s supposed to go away at the start of a new run, but the Gourmand reapplies it at the start if she managed to stick with you after going back to the Cathedral. Was it getting removed at some other point? Also, when you say that Gourmand wasn’t giving them the infection again, what point was that happening at?

No skins have been added yet. They’re a planned feature, and when they do start to be implemented they’ll probably be exclusive to Patreon for a fair amount of time.

I feel like I’m probably in the minority here, but I love the aspect of hard mode :tm:. It feels like a proper rogue like having to make sure Estelle doesn’t get to big so that I lose my healer and that it makes it more rewarding getting to the palace. Of course I don’t have enough upgrades at the moment to last more than a single battle in the palace in hard mode, but I really enjoy it. It makes me more resistant to sacrifice a character to the broken machinery in the prison for sure.

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I will say the gameplay is really fun, and challenging, im looking forward for next chapters and big updates for the game. Keep the great work

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