Fatties Eating Fatties! A Vore-focused, WG RPG -- update 2/1/24, Ver 0.8.0.1!!! (insert vore joke lol)

Shame that the MIDI music presumably wasn’t royalty-free. Ah well. Any plans on replacing it?

The fifth cheerleader should be in the right side with the fairy, presuming you’re playing a working version. The most recent, musicless version should function correctly.

There are replacement plans, but they probably won’t be available until the next content update.

where is this fairy located???

Upper right corner of the school

how do you get past the magic barrier?

Check the apartment complex thoroughly

So, random update:
inexplicably, I learned that the game’s zip had been removed, and flagged again, despite my removal of the audio…
And despite having, again, done this in the build, and having made a ‘fresh’ version, upon checking the game’s audio data, I found the incriminating files were back.

Does anyone with rpgmaker experience know what’s going on there? To reiterate, I removed the offending audio from the test build, deployed/compiled a new public build, and found that the removed audio was somehow back in that build, despite not being in the equally current test build. I had to remove the audio from the ‘compiled’ folder before compressing it and putting it back up, though I’ve no idea if that worked or not…

My theory is that while the music does not play in-game, you forgot to delete the sound files from the project

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This. That’s exactly what is scanned, too. If the music files still exist, even if not in use, they’ll get flagged

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Well, the thing is, I did delete the files. That’s the baffling thing.
Current operating theory is that when maker overwrites an existing project, it doesn’t do it entirely. So the files from the previous release build got folded in, when version 0.3 whatever was written onto 0.3previous build.

I’ve since deleted the audio from the ‘output’ folder as well. I’ll double check if that fixed it next chance i get

UPDATE: Seems to have fixed it. Mysterious!

Wait, you can leave the apartment complex? I just assumed it wasnt implemented as I went everywhere in the building and it still didnt let me leave.

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You need to fight with a certain npc to be able to leave.

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Did you re-make a deployment file? Also make sure you delete the original output as well. Since if it was there originally, it will just add the difference to it, but not remove anything you deleted manually.

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Yeah, that was the problem. I had no idea ‘overwriting’ the output simply added the new output without acknowledging the removed assets!

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Mm, rpg maker is smart and also very stupid all at the same time.

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1st off I wish I could help but my writing is meh and I don’t have any artistic/programming skills but man I am SHOCKED at how good this is coming out, its actually a really decent game! I mean its looking like it’ll be a large scale job, once I get my funds up I will contribute to the patreon.

Cons I’ve seen so far:
-I know it’s no where near from being done but the enemies get a bit easy as your crew gets to lvl 15 or so, I’m sure new areas will up the difficulty
-Some sprites don’t have bigger versions of themselves, Kai gets one at 30 but I got Nan to 25 and nothing changed, sure that’ll change in future updates.
-Buying things from the feeder fairy is just overall cumbersome, I wish I could get 5 XP boosters instead of having to skip through dialogue and just button mash until I get all 5, it’s really inconvenient
-Same with items, sometimes when I’m trying to level someone up I don’t need dialogue every time especially when its the same (funny) but the same dialogue you’ve been seeing for 4-5 hours plus. If I can’t make a spaghetti strap out of them can I at least give me Z pressing finger a break lol

  • Leveling up is rough, I got Kai to 30 and Nan to 25 but it took a lot of grinding, on top of that I wasn’t sure if there’s supposed to be another sprite for other characters besides Kai past fatty pear or fatty. Again this will be updated I’m sure but just pointing it out.
  • I played the game a few days ago and considering this will be an open world game some things aren’t super obvious to move gameplay/story along

Pros

  • Love the writing, I think its hilarious, I’d love more random NPC/inter player dialogue
  • The art tbh, I like the simple design and well the sprites came out really well, can’t wait to see other characters/even bigger sprites?
    -Before it got too easy the fighting was good and well balanced, nothing too complicated, but I liked the aspect tbh
  • The characters are relatively true to what they were in the story! Like Grace clearing out her apartment floor by floor made me reread her arc in Fatties eating Fatties
  • Its just a plain simple fun game, like overall quality man.

Anyway that’s it and well if anyone reading this wants to maybe influence the game you can always add to the fatties eating fatties interactive that inspired it ha

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Thanks for all the pros! And as for the cons, I’ll try to respond to them point-by-point:

  • “Easy enemies”-- I have no real idea what I’m doing for enemy stats/combat in general. I’d rather the difficulty experience fall on the easier side of the metaphorical coin, but too easy is a problem. The flipside is that, logically (big lore reveal coming, lol) smaller/‘normal’ enemies should be easy to deal with. Ideally the next part/phase/whatever I’m calling it will be a bit more balanced with many more fat enemies, but I imagine the encounter difficulty won’t be more than functional until the game is more content-complete.

  • “sprites”-- I’m working on 'em! That said, I think the main post did say certain characters only had one sprite change. Ultimately they’ll all have plenty/several stages to be enjoyed.

  • “fairy shop” – The real answer is custom shops are very confusing to make, and I know it can’t be ideal to play. I’ll probably need to insert some event jumps into it… The joke answer is the fairy is deliberately difficult and obtuse to use, because she’s the worst.

  • “repeating dialogue” – that one is hard nut to crack, because the reaction dialogue is how most characters will get characterization after you recruit them… I should probably add one or two dialogue-free reactions, though.

  • “leveling” – I need to take another pass at exp requirements, that’s for sure.

I appreciate the input!

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I have no idea how difficult it would be to implement and don’t mean to backseat develop, but maybe just have something like a 1/5 chance to play a dialogue sequence on item use or overworld interaction (i.e. the people waiting in line at the burger stand)? That way it’s sure to happen every now and again for characterization’s sake but won’t interfere with The Grind™ when it comes down to it.

Alternatively, maybe just have it play on overworld interaction and not at all when using items? Free food is too good to pass up so it’d def still be happening.

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I didn’t even consider having an additional check roll when using it as an item, that’s a great idea!

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