Fatty Text Adventure Game

Am I just overlooking something, or are most of the items and spells missing some kind of description of their efficacy? When I inspect weapons and armor, they tell me their stats up front (although only after I’ve bought them), but potions don’t say anything about how much they’ll restore, and spells don’t even have their mana cost listed. I could’ve sworn all that information was present in the Flash version…

EDIT: Also, I’m pretty sure I shouldn’t be seeing this message about making the boat sway when I’m stick-thin.

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Oh yeah, right you are. That should be fixed in the next patch.
And yeah, I just switched a “<” with a “>” on the boat so that should be fixed in the next patch too.
Thank you very much for the report!

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Whoops. I’ve retroactively added that to the last patch since it was a tiny fix. It should be fixed if you refresh the page. Thank you very much!

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I understand you, everything is fine

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If I remember correctly your strength is supposed to affect the long description of your character’s appearance, but it doesn’t seem to change at 50 strength and low fat. Also if I remember correctly the armory would increase its payout from 20 to 50 gold after you reached a certain strength value. I think you should check to see if strength is being factored correctly into the description.

Oops, I think the values were higher than I remembered in the Flash game… Also I think I (re)discovered that Agility appears to factor in to how much gold you can get from the cooking and the dishwashing like how Strength boosts the Armory gold revenue.

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Hmm can’t seem to visit the hive always get an error when I enter it

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Anyways, it seems like it would be on point to have a blue whale species to be able to play as by default in this game, if you’re looking to add more features to it. Also since the player description is now shown all of the time on the right bar, a good suggestion would be to have it update instantly upon switching that Long character description/Short character description option.

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Whoops. That should be fixed now if you refresh the page. Thank you very much!

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It’s amazing to see this game back up and running, replaying it is an absolute pleasure!

One thing I’ve always wondered though; will there ever be an option to happily allow the enchanted feast encounter in the forest to feed you? I’ve always wanted to see it play out, but my char has almost always had enough strength to bust out!

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Thank you very much!

And possibly. it’s just a matter of someone writing a scene for it. Right now the only scenes are “you escape” and “you lose”, so those’re the only two outcomes.

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oh my god, this is certainly a surprise.

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Does that mean that you’re open to content submissions again? :open_mouth: I’m more of an editor than a writer, but I might just give it a shot myself if so. Maybe something simple like flavor text… (I’ve always thought that some weight/size-dependent flavor text for walking around town would be nice.)

Also, while I’m here, I suppose I may as well report the various bugs, oddities, and other such things that I’ve encountered so far:

  1. Spells still lack descriptions in battle, which can be pretty important when trying to figure out how to spend your mana.

  2. Potions and food/drink items still don’t have any descriptions of their numerical effects either. Granted, there are a lot of items in the game, so I can imagine it being rather tedious and time-consuming to add all these… If I were to pick just one type of item I really wanted descriptions for, it would probably be potions.

  3. Speaking of missing descriptions, the restaurant doesn’t seem to have a price list. You just have to pick an option and find out how much it costs.

  4. You can get forced into a non-stop chain of enemy encounters in town at night if you’re unlucky. When you finish one encounter, the only button available to you is labeled with whatever location you were in (Central Square or Market Square). Clicking on it counts as going there again, complete with the chance of another encounter.

  5. The Honey Slime doesn’t seem to have a response programmed for the “Submit” command. Attempting to submit just passes your turn, and it doesn’t give you the usual benefits of the “Wait” command either, such as restoring Stamina. (Call me crazy, but I think this problem existed in the Flash version of the game too… I’m guessing that’s no coincidence.)

  6. The flavor text about the boat swaying is fixed for traveling TO the island now, but it seems like the weight check still doesn’t work properly for returning FROM the island.

  7. If I remember correctly, the tunnel leading to the Wishing Well is supposed to have some size-dependent flavor text, isn’t it? Well, all I’ve seen so far is the text that says, “Having to breathe in at a couple of points to get through…” Considering the various sizes at which I’ve passed through that tunnel, I have to wonder if the check is functioning properly.

  8. In the sidequest to repair Sampson the horse adventurer’s pants, the tailor says he’ll reimburse you for the Wizard’s Robe, but he only pays 15 gold, far less than the actual cost of a Wizard’s Robe.

  9. And speaking of Sampson, this isn’t necessarily a bug, but I do find it odd that when he’s eating in the farmhouse, you can’t get his attention using an Ample Apple–only a regular apple will do. Granted, I can guess why (I think that part of his quest line was added to the game before Ample Apples existed). But one would think that he’d be all too eager to bite into an apple that’s appropriately-sized for him. :stuck_out_tongue:

  10. I’ll finish this up with a bundle of screenshots of typos and broken icons and text:

Typos

“$p.boys”?
Female Description (Weight 2, Muscle 2

Another instance of the $p.boys:
Female Description

And their upper-class counterparts, the $p.gentlemanlike:
Female Description (Weight 2, Muscle 3)

I think something went wrong with the imperial/metric units conditional here:

Same imperial/metric problem again:

The two instances of “it’s” should be changed to “its”:

“Icon widget error” on the button on the right. The punctuation in the actual text could also be a bit cleaner. See my attempt at cleaning it up below:

Corrected version

“You DID it?” The bull looks at you incredulously, then hurriedly corrects himself. “I mean… you DID it! Wow.” He beams at you and wipes his brow. “Thanks for that, sister. I owe you one! I thought I was never going to get my milking shed back,” he chortles, hands on his bulging stomach. “Well, I’ve learned my lesson this time! No more cheese-making for me! Instead, I’m gonna branch out into yoghurt and ice cream. Although… I’ve got to ask…” His expression becomes a little vacant, and he asks you wistfully, “What did it TASTE like?”

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Thank you so very much! And I’m not quite accepting full on content content yet, but if you wanted to send in more flavor text I can add to things that already exist then that’d be greatly appreciated!

  1. That’s fair. I was trying to strike a balance between describing things and being efficient with clicks/space, but I can probably add something more in.

  2. Potions should have their healing amounts in at least. Food doesn’t have descriptions because I think it’s more fun to surprise the player, but I don’t know how valuable that really is. I think by keeping it vague it frees the player from thinking about how to min/max food items, and if they do care about that then it gives them a sort of puzzle to figure out. Although to be fair I don’t know if any of that actually plays out for people, so I might add in descriptions for that at some point.

  3. Oh yeah, that’s definitely true. Apparently they didn’t have prices listed in the original game too which is why that just got ported over. That should be fixed in the next patch.

  4. Oh yeah, I forgot to account for that fact when I added the 9-button thing in. I think I should be able to fix that for the next patch.

  5. That’s basically intentional. There wasn’t a “submit” scene written for the honey slime, so I just let it get a free hit in.

  6. Ah. I reversed the calculation on both sides, although apparently when I first did put them in I also reversed the descriptions. That should be fixed in the next patch.

  7. Those description should still be in there? The “squeeze through” description happens at 8 waist diameter and the other one should kick in at 36 waist diameter. It seems to be working on my end at least.

  8. Oh yeah, that’s fair. That’s probably been wrong for a while. It should be fixed in the next patch.

  9. Yeah, that’s probably fair. Although there’d probably have to be a separate description written for that X3

And thank you very much for the list of typos! I thought I’d fixed several of those, but apparently I missed a bunch of them.

Thank you so much for all the feedback! It’s very greatly appreciated! :smiley:

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Currently Sampson’s quest rewards seem to be bugged, the text seems to imply he lets you pick an item from his bag every time you complete a new quest for him, but currently it only lets you pick from the bag upon completion of the first quest and never again.

Amazing game, I forgot how easily it can suck me in! RIP my sleep schedule ;-;

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Yeah, that was a problem from the first game, so it got ported over to the remake. I should be able to fix it at some point, but for now it’s… sort of intentional.

Also I’m really glad you’ve been enjoying it :smiley:

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The tailor shortchanged me! How dare he?! I knew I couldn’t trust him! He said that he mended my jeans, and just days (and maybe some stuffing sessions) later, they’re broken again!

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so where are the pig and the horse when you complete their quests.

The pig, nobody knows. If I had to guess, probably out chasing slimes. Although if you mean mechanically, then he doesn’t have any more quests. And you can hear Sampson snoring in the barn after you complete his questline. But there aren’t any more quests for him after that for the moment yet.

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