Fatty Crush

heard and honestly agreed, it’s just more fun to make new art haha

I updated the game to v0.4. Added a main menu button, limited moves, obstructions at higher levels, as well as a “favorite flavor” mechanic.

I also buffed the points gained from cascading matches, so playing around combos is now more powerful.

I’ll be interested to hear everyone’s opinions on balance, I tried to make it so each girl was losable and winnable (with the right combination of luck and skill), but it’s a bit difficult without hours of replaying to average out the RNG.

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The board resetting every time a new weight stage is reached makes the game way easier than it used to be, there’s basically zero risk of reaching a game over now. Granted, I also managed to first try girl 7 on V0.3, but this change significantly reduces the need for any sort of strategy or planning.

well, there wasn’t even a possibility of a game over in v0.3… I wanted to add this as a possibility in this version, and I did manage to have a few runs where I didn’t have enough moves to win.

I think what the reshuffling does is add too much randomness… It’s almost impossible for me to effectively balance the game this way. May need to do some more thinking about how to fix that.

I did have one “game over” before where I ran out of moves, although I suppose that was more of a soft lock since there were no programmed fail conditions. Either way, it’s still way harder to reach those situations now with the constant reshuffling. Maybe keep the boards the same across weight stages and offer limited reshuffles once you run out of moves?

Not sure if this is allowed, but…

Since the projects category is locked to new projects, I’ll just state here that I dropped a new visual novel on my itch.io page.

Check it out if you like.

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