Feed Snivy

Would it be possible for the points to actually be used in a sort of ‘store’ like manner, like instead of RNG for the treats, you can buy them?

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alternatively, if you really wanna keep the rng in (esp wrt the secret snack items), you could do an upgrade-by-combining-items system. id offer an example but you probably already know what i mean already because theres so many games that use them

(written with the assumption that parnash’s message is a proposed solution to the previously mentioned issue of “getting a bunch of low level treats when they’re barely useful anymore at later stages of the game”)

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Nah, mine is more a suggestion for ‘Whoops, I failed the minigame, now I need to start building up again while my fat blob of a Snivy is so huge the smaller treats do nothing, and I only have like, 2’, since there’s already a combining mechanic in the game, one of the recent updates put it in.

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@Parnash @painp5340 I implemented something that fixes this issue already; scroll up! There’s an '“upgrade” system now to resolve the issue of only having small-value treats. Shift + click to upgrade lower tier items into higher ones.

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Mine’s more ‘working back from 0’ moreso than ‘my treats are low tier’, tbh

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ohhhr i forgot about that

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Yesssssss! I’m decent at the timing minigame, but I’d love to have the option for other ones so I don’t get sick of playing the same one over and over.

It might be fun to allow for each minigame to have individual item pools and drop tables. For instance, Snivy talks about the Four Seasons Pokepuffs, it would be neat to have each of them come from one of four different minigames.

You could also improve progression by having harder versions of the same minigame unlock after reaching a certain stage, so that once Snivy is fat enough to shovel in Basic Pokepuffs like nobody’s business, you unlock Slidey Timing Rectangle EX, which has a higher difficulty floor but rewards better quality Pokepuffs. Multiple difficulties of the same minigame would also help solve @Parnash ‘s issue with having to restart the minigame from zero every time they fail.

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It could be possible using the same process that makes them blink (can’t remember the technical explanation for it at the moment, but I’m pretty sure blinking is a process independent of other animations, where the eye sprite is swapped out at a random interval?), my only concern is that it might interfere with their mouth moving during dialogue.

I definitely agree it’d be a fun detail to have, especially at the point when you overstuff Snivy and you notice they’re not opening their mouth for food anymore.

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mini

New character! Princess Mini, hailing from the 2018 4chan April Fools’ Easter Candy Contest.
Kind of an obscure one, but she’s just a silly candy-themed princess; all you need to know. Just a favorite of mine and a nice gift for the occasion. Five stages of fatness and a new inventory of confectionaries to feed her with.

This update also comes with some UI changes and other stuff under the hood. It’s just a little treat until I add more characters.

The game is also called “Shweet’s Sim” now because you’re not just feeding Snivy but oh well can’t change the thread title now. Snivy’s experience is mostly unchanged, besides having the global UI stuff.

One notable thing is shuffling things around with the UI, and the “Play” thing now being called the “Arcade”. Eventually when I release other characters I want to add more games to that.

I have plans for like 6 more characters myself and I’ve received commissions for about four. More creatures especially…humans are kind of an irregular thing for me. More to come, regardless.

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Thank you for being a part of this community and a special thank you for your work)

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