Heroes on a Budget - An RPG where the heroes get fat off of healing items
Here is the current demo for the game: Heroes on a Budget by failmuseum
Mega Mirror: 173.08 MB file on MEGA
Before I get into the weight gain mechanics, the premise for the story and general set up is that an initially vague eldritch being is threatening the land and is going to appear soon and three prophesized heroes need to fight it (over the course of the game the main threat and the prophecy stuff gets a bit more depth to become a bit less generic, but the plot isn’t the main focus of the idea). The heroes are found, put together, and sent on there way to where the battle is going to take place in a matter of weeks. Every chapter you visit a new location on your way to the battle location, spending two weeks in each area until you move onto the next. Each area has a local problem that needs to be solved (usually involving food or gluttony), but it is possible to skip/fail to complete that quest by running out of time in the chapter. The game would have multiple endings depending on the weight of all of the characters, if you completed every chapter’s local problems, and a few other misc. decisions.
The main gameplay mechanic is that due to the wide spread knowledge of the impending eldritch being has caused a massive shortage of potions available for sale making them extremely expensive to purchase. So our heroes come up with the idea to use food as their main source of healing items due to it’s cost effectiveness. This of course results in the party getting fatter the more often they need to heal. It wouldn’t be the only way to gain weight in the game, but it would likely be the most common (depending on playstyle).
As the characters start to gain weight, there would be events and different dialogue to reflect that. Each character’s weight would be tracked separately from each other. Higher weights would lower every character’s agility stat and raise each character’s physical defense. If a character gets too fat, that character will not be able to go into the adventure field anymore (I’ll get to that), with the exception of the mage character (she would lose a lot of max MP, justification is that she has an increase agility spell that she would constantly be casting on herself to keep going. This is so that you always can get a decent ending even if the others being absent makes it a bit harder.). When there are less party members, the remaining party gets more xp to compensate. To prevent players from getting soft locked, the game will always move onto the next chapter at the end of every two weeks so the player will get an ending regardless of what happens. As the characters gain weight they will also gain new combat moves related to their size, extra frost resistance, as well as take extra fire damage.
Every chapter you’d have 14 days to level up, do quests, partake in local activities, and try to do that area’s main quest in the town. Each day is broken up into three sections: morning, day, and night. Each character gets their own section of the day to play: Morning is played by the Mage, Day is played by the fighter, and Night is played by the Rogue. Different things to do in town would be available based on the time of day and what chapter/town you are in. At any point during the day, you would be able to go out into the “Adventure Field”, where the party is gathered, and everyone goes into the area where all of the monsters and dungeons are for the chapter. Even if a character has gotten too fat to go on adventures, you will still play their section of every day. If you run out of time during a chapter, the party will move onto the next chapter, even if you didn’t finish your work there. As a safe guard for those that didn’t level up enough, there will be a mage in every chapter after the first one that, for a fee, will create and illusionary dungeon that has earlier chapter’s monsters in it. I’m thinking of having 7 normal chapters and one additional chapter if you finished every previous chapter’s story.
I want the game to be fairly short, but also provide a challenge so that players don’t have to finesse their way into getting a specific ending or event by deliberately playing like trash.