Yes, I did. I added one additional time action for easy and medium difficulties. According to the original balance, each day you were supposed to:
- Spend 1 time point earning money (30k rubles daily—enough to buy the best armor, a sword, and pay for tuition when combined with additional money sources).
- Spend 1 time point leveling up (30 levels gained daily—enough to fully develop a single necromagic branch).
- Spend 1 time point talking to characters (30 dialogues total—5 dialogues for each of the 6 characters, enough to fully explore their personalities and stories).
It became clear that with additional expenses introduced, this old system would struggle, particularly due to significant food costs—possibly needing an extra 30k rubles to maximize a single character’s weight. Adding one additional daily time point addresses this issue sufficiently, especially since the Bacchus tree introduced a 25–50% discount for food items.
Additionally, I provided 1 extra free skill point at the start of the game to facilitate easier leveling of the Bacchus tree.
If you still find the system challenging, I recommend playing on easy difficulty. Enemies on easy have 25% lower base stats, and you earn 25% more money through Necromog.
Overall, the game isn’t extremely difficult. I’m completely confident it’s possible to win on normal difficulty without using Necromog at all, although doing so would be very challenging and require extensive knowledge of alternative income sources and other bonuses.
I assume you’ve read my posts about this on another site, so you know I already agree with you. Your proposed solution actually sounds excellent. It would moderately tone down the horror of her actions without removing the dialogue entirely.
The basic curse steadily decreases a character’s health each day. This mechanic caters to those interested in health-related issues and can be countered by casting healing curses. Each girl has specific illnesses that worsen as her health decreases. Galina even has unique dialogue that corresponds directly to her current health level. In the future, I plan to add additional specific scenes related to health, similar to existing scenes for curses involving burping, bowel, hunger, and libido.
Yes, that was actually the original plan. It should already work that way, but there was a bug preventing it from functioning properly, and I unfortunately missed fixing it in version 1.32. I’ll look into correcting this soon.
No, she doesn’t. Lera needs to be in a relationship with you first. Once you promise to help her with her diet, she instantly moves up one weight stage. Before entering a relationship, she gains weight at only 5% of the regular speed. I’m honestly both impressed and horrified that you managed to get her up to 140 kg despite this limitation. Perhaps I should remove her weight gain entirely before a relationship starts or better communicate her initial resistance to gaining weight.
Thank you for your extensive feedback, I’m glad you enjoyed the game!
I’m glad the topic of Necromog was brought up, because I have some new DC content which will at some point arrive to Fatgeria first.
These are Necromog portraits for the future friends list. You will be able to compete with your friends over rating, read their (and your) reviews, write reviews yourself (triggering various reactions when talking in person), etc. Necromog orders will also appear on SPs map, while having different descriptions for each order. Can’t promise too much, but I want to make this part of the game a bit more interesting and fun as opposed to being just “click to earn money”.
— key