Fatch Quest by Open Fly Games

Fatch Quest by Open Fly Games (itch.io)

Hotheaded adventurer Barb sets off on a quest to rid herself of a cursed set of bikini armor that’s fattening her up by the day. But her journey is hampered at every turn by the greatest of evils: fetch quests, meaningless busywork tasks done for little or no real reward. Can Barb overcome these trials? Or is she doomed to don the damned armor forever?

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Yo, just a heads up for everyone:

The good news is that, compared to last year, I severely cut down the scope of the game, so it’s not quite as much of a buggy mess.

The bad news is that I didn’t start working on it in earnest until the second week of the jam, so I was still working on it right up to, literally, the last minute, and as a result just about everything related to the island area is bugged in some way or another. A couple other non-showstoppers are also gonna get addressed. There’ll be a separate patch posted in the next couple hours.

EDIT: Trying something a little different here. The v1.1 update is currently available for download - for free, obviously - on Patreon.

The current Itch settings don’t allow for updating the game content during the ratings period, and that’s fine - I don’t want my game being judged on something that wasn’t accessible when the jam ended. But I also don’t want people who tried and enjoyed the jam version not to be able to play the fixed game, and it doesn’t seem like a great idea not to post the fixes at all, either. Once the rating period ends, new builds will be posted to Itch as well.

Anyways, version 1.1 should fix all the major progression issues, making all content fully playable, unless I missed something (and I’ve been up for nearly 24 hours! I probably did!). This isn’t to say it’s fully bugfixed - some of the scene timings and transitions could be improved, the audio volumes are out of whack, and some of the tilesets really need to have their traversal settings tweaked further. But at the very least, you should be able to play through all the endings of the game now, including the main endings and the bugged desert bad end. It should also make it easier to reach the weight level needed for the highest-level ending(s), as one of the two basically required absurdly perfect play due to me miscounting the number of days the game could actually run for - not that the bugs would’ve let you get that far on the previous build anyways.

For now, though, I’m gonna nap, and hopefully tomorrow I’ll have the energy to actually play through some other jam entries. Congrats to all the other devs reading this who participated, finished entry or otherwise!

EDIT2: V1.2 is now on Patreon, still for free. This is about as polished as this game is going to get, and adds a little bit more in terms of minor flavor stuff or UI tweaks than the game jam version, so I’m a bit hesitant to post about it in the game jam thread - don’t go leaving reviews for this version on the game jam feedback page.

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With judging apparently completed, we’ve been given the green light to post newer builds on Itch, so version 1.2.1 is there now, complete with all the fixes and typos from non-Itch updates and more. Unlike the Windows-only game jam version, this includes Windows, Mac, and Linux builds, plus a web embed.

The public comment process on Jam submissions is apparently still open for another day or two, so please don’t leave comments there that aren’t based on the Jam version. The jam version is also still available for download, although I really don’t recommend it versus the fixed builds.

Y’know, funnily enough I did think of you when I played this, but didn’t actually check the dev until after I got through it three times (to see how the endings changed)

Once again, I think you kinda knocked it out of the park. I thought it was really well done in all aspects.

If there was one thing I thought was a missed opportunity, I thought the ID card would come back in the endings in some form, either tanking her rank or turning into a civilian ID, though that’s probably more work than it’s worth.

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Glad you enjoyed it!

The Guild ID - or at least, the actual images for it - were only added in towards the end on a whim. It always existed as an inventory item, but it was more of a nod to the Ace Attorney games’ attorney badge - something that more or less proves you’re who you claim you are but otherwise serves no purpose unless you’re showing it to people for their reaction - as well as a bit of a plot excuse for why it should be easier for a rapidly fattening woman to travel around the country than literally anyone else. The actual images only came about when I needed to take a break from working on the ice maze portion (getting the pitfall traps to work wasn’t quite as simple as I’d first assumed) and decided it’d be fun to actually put together an ID card for a bit of worldbuilding.

I did have some ideas about updating it, especially after having multiple characters call out the mismatch of fat woman and slimmer photo, but ultimately none that really felt worthwhile for the amount of time I had left, and I’d have probably spent that time if I had it on doing separate character renders for the various endings instead.

This is a really mixed bag for me. Making a bunch of character models in just a week is insanely ambitious, not to mention the rest of the game, and it’s clear there’s been a ton of effort poured into this. Adventurous romps to deal with comically cursed items are an easy way to get me to enjoy a game, but the writing…

I can be horny, or I can be angry at the current political state of the world. I can’t be both. Every interaction with an NPC, especially the guardsmen, ripped me right out of the experience. This isn’t just on the nose, it’s clubbing you over the head with political commentary. Seeing so much talk about migration and border control immediately after funny cursed item makes woman get fatter was incredibly jarring, to the point where I just closed the game mid-way through. There’s a time and place for that stuff, and for me fetish games isn’t one of them.

It’s a shame too, because I was really enjoying the rest of the game. I just couldn’t get past the two very different tones that it was bouncing between.