Idol Maker: Refined Palette

10 is the final playable stage, and the challenge didn’t make it for the Jam. It just does nothing for now

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Yeah I played around with it’s mechanics, now I finally figured out how to max and manipulate all the sliders to the point that I have max energy, 0 stress, 0 laziness ect.

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The pictures are encrypted.

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Yeah they are. Are you saying that they don’t load in game?

Hey Ciao failmuseum

The game is on the right track, I enjoyed it.
I’m really looking forward to your many cool ideas that will be integrated into the game.

I want to give you a few suggestions that would make the game even more interesting.

Statistics Details:

the money from the won quiz show will not be added to the account yet

It would be better if the account balance is always visible at the top left.

The stats shouldn’t fizz through like a movie credits.
so that you can study them better, a rigid statistic would make more sense.
Exactly how much money you owe would be easier to see with an accurate number in the stats.

gameplay ideas:

It’s far too easy to get the girl fat quickly without any consequences.
At the moment I can order the largest menu with 4000 kcal in the burger shop on the first day, which she manages without any problems.
I can fatten them up quickly and only then build a following without consequences.
The Burger PoP Company doesn’t care if you get fat.
The idol doesn’t care if it gets fat.
Even at a high weight level, she is satisfied with only 3 salads and does sports without any problems.
There is a much too high random bonus that should be made to other achievable bonuses.

So here I have some solutions for more exciting gameplay

The Burger Pop Company needs a young lady who can eat well but stays skinny.
A fat woman is bad for advertising and business.
Only corporate blindness and an indispensability on your part as an advertiser could accept your increasing weight gain.

The young, naïve idol with a debt to this company believes that she can and wants to stay thin.
She only eats because she needs the money to pay off the debt. It will take a lot and nurturing to make her feel sexy and comfortable in her growing body. to keep the bonus on stream and ads.

I think a more accurate increase in stomach capacity would make the game more interesting.
It would make sense if the stomach expands after a certain amount of food but also the gluttony gets worse. This allows her to do her job better and better when eating the burgers on set. which would bring a significant bonus at the set.

However, a larger stomach volume should also bring disadvantages. She has constant cravings and needs more food to keep her full so she doesn’t get stressed which is a lot more expensive.

It would be cool to fill the game with even more food options. For example, an ice cream vendor at the stand or a popcorn at the cinema as an optional combination to relieve stress.
From a certain excess of enjoyment, this has fatal consequences for your weight.
With increasing gluttony, the big sundae on the beach, the big XXL popcorn in the cinema or the bag of chips in front of the TV would automatically be eaten without being asked.
( just like the fries at work from gluttony level 50, only you have to pay for everything)
She doesn’t even ask for the second burger when she’s hungry, it goes without saying that she eats it. If they do not have the necessary money or food in your inventory for the otherwise optional actions, she will have to forego the snacks, which would have a negative impact on the relationship.
There would be practically no action where she would not eat because she is constantly hungry. It’s getting harder and harder to keep this glutton happy and fed. Sport is becoming more and more exhausting for the girl.

From a critical point, only a stomach reduction in the clinic can counteract their constant gluttony.
Only liposuction in the clinic would lead to weight reduction.

Maybe you can also separate the fans from the streams and divide them into categories.
For example, collected fans from the mukbang stream will not be listed as fans in the next weight class, but separately, as weight gain fans. They stay true to her at all weight levels, and the heavier she gets, the more money fans pay.
Early Mukbang Stream per weight class gives a substantial Before After cash bonus to make early streaming worthwhile.
These fans don’t like weight loss, stomach reduction surgery or liposuction.
If you do, some will leave you.

The game would be more challenging later and therefore more attractive in the long run to fatten up the girl. At the same time, don’t gain weight too quickly, otherwise she will be unhappy and so as not to upset the Burger Pop Company, who would otherwise force you to have liposuction. You don’t want that any more than your well-paying weight gain fans do.

The danger of getting fat lurks in every corner of the game. And the increasing appetite of the girl do not make the task any easier. As your manager, the challenge is to ensure she stays fit for as long as possible to meet the demands of the business.

With these requirements, she will not stay slim for long and will develop a strong permanent obesity.

It’s just ideas :wink:
Thank you for reading =)

PS: Google translator, I hope it is understandable

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So definitely my favorite game of the jam, it’s definitely the one I find myself going towards the most to figure out the optimal way to make money and get fat.

One of the things I find very frustrating is having to slowly wait through an entire star wars crawl check 1 stat, even while holding down z to speed it up. I feel like the Money stat that pops up on the top right when you buy certain things should be always on screen somewhere, with all the other bars and graphs, or at the very least pop up whenever you gain and lose money. The Stats themselves could be separated into text boxes that you can view separately. Like when you click show stats it’ll give you the option of the main hud stats, the ability scores (Sta, Cha and Int), the skills (themselves separated by ability score, so like Sta Skills, Cha Skills and Int Skils), the image stats and finally you can maybe use the star wars crawl for Money, Corporate Earnings, Weight Tolerance and Fan Counts.

Another thing that might be helpful would be to include a stats new total whenever it gets updated in addition to telling us how much it got updated. For example, “Idol-chan gained +[increase] [stat] to [newTotal]” instead of just “Idol-chan gained +[increase] [stat]”

Those are just my suggestions for what I consider mainly just quality of life improvements. The game still kicks ass.

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The game has a ton of potential but there definitely needs to be a better indicator of the stakes and what a decent example of an opening rotation might be.

For example I was under the false impression that you needed to do the commercial like all the time because of how the game started which is a very bad thing to do given how much stress it generates. Where as working at the burger place gives just as much cash and way less stress.

There doesn’t feel like a game play goal so much as there is a fetish goal which isn’t bad but like having the debt available to view at all times and incentivizing the debt pay out would probably be good.

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The debt is the one thing that is visible at all times. It’s the little vertical green bar on the left part in between the red bar for your weight and the blue bar on the left for your fan total. You have to make it hit the top, either by releasing singles or by directly paying off your debt.

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I also remember a similar game being up briefly for one of these game jams, but it never got any product out lol

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it is viewable, the vertical bars represent weight/tolerance, debt, and fans respectively

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Just wanted to say that I would also love to see this kind of developmeant for the Idol her slowly growing more and more gluttonous and demanding as the game goes on if you take that route. I know this is “just” a jam game so it’s very understandable that the mechanics are not that deep, but I see the dev wants to add more to it and a route like this would be dope.

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After playing about 10 hours and having believed to have cleared the debt within 2 years. The thought of playing another 100 weeks/turns of the game have somewhat cooled my jets. My thoughts thus far!

It’s a very solid and respectable life sim. Stat bars go up. All good.

Interface and Stats Hoo boy. Some of it's good, and some of it could use a revision. Those vertical bars? I really didn't like their design, sorry. For the screen real estate they take up, they are woefully underused. The changing gradients of the bars are uneven (why?) and the tiny, obtuse iconography (find the red dot on the red bar..) were all unnecessary. The important stats they do represent should have their own dedicated page in a stat menu.

The most important menu in the whole game, the stat page, should definitely be reworked. The scrolling text and the needing to pick out and memorize multiple three digit numbers in each scan soon wore very thin. Simple stats like money should be ever-present on the screen.

Some of the stats felt less useful than others. Gluttony, Laziness and Affection probably don’t need to be ever-present on screen - the most relevant bits of information to the player in the gameplay loop are: Energy, Stress, Hunger and Money. All the rest can be relegated to a stats menu. While I do admire your dedication to unusual secondary stats, some of them were a bridge too far having very little impact or were just underbaked - things like Academia, Speech and the whole image thing while a cute idea, didn’t feel it made too much of an impact. I do like the idea of your image affecting your stream revenue and singles sales. If I could redesign this game I would lean into this more, with your actions having a push-and-pull effect on both your image as well as how your fans are distributed within this image matrix.

Skill Tests and Feedback With the granularity of the skills and stats going all the way from 0-1000, the actual utilisation of those values feel very opaque. Now I don't mind some fuzzy logic and obfuscation, but some of the skill rolls/outcomes do feel quite arbitrary and the lack of feedback as to why, compared to how much the information is front loaded from the outset, ultimately feels incongruent and dissatisfying as a result. Match like for like; have fuzzy stats and fuzzy outcomes, and concrete stats with controllable outcomes.

Follow the above, the opacity is exacerbated I feel by the lack of useful feedback when training skills. Yes, you’re told how much you accrue, but as one user posted above being told you gain +X isn’t as useful when you have to keep referring to a menu to seeing what the new value of the skill is and whether it levels up.

The Weight Gain Premise One stat that continued to stick out to me was the Weight Tolerance. I did like how it set up some resistance to the Idol Girl (IG) gaining weight and that the player could be expected to meet increased resistance the more they deviated from the ideal image. That the stat was incredibly hard to shift (though this was probably in-part due to the very slow burn of the game's pacing) seemed to support this. While this all makes sense, the actions of the IG being able to glut herself on junk food seemingly in spite her fans feel a little loose of a narrative detail to me. The corpo presents the opportunity to capitalise on the IG's weight gainwith the social engineering gimmick, but it doesn't really address why the IG chooses to overeats or is gluttonous to begin with.

A simple fix would be that either the player’s character as the manager or the IG herself have a desire of seeing IG as the first plus-sized idol and so the IG enacts this goal (eith her own or thrust upon her by the player) in direct challenge to her fanbase. Establishing that confrontation more from the outset with the IG and her desire to gain would make this a more satisfying premise that better justifes the weight gain tolerance mechanics.

It was easier with Draconic Expansion - dragons like to be greedy and self-indulgent. Harder to justify for regular folks who have an image to maintain haha

Things I Liked So a whole slew of nitpicking aside, there were things I did enjoy! The thing that made th grind so much more bearable was the music! Top marks from me when it came to the music choices as they fit the bright and fun tone of the game to a tee! One detail I did like was when moving between locations that shared the same bgm (the office and the gym for example) the same piece of music would seamlessly play during that transition without restarting. A very neat touch!

The IG’s personality, latent feedee feelings aside, was characterful and amusing. Your character writing is a strength so I’m looking forward to what the other IGs will bring to the table ala Draconic Expansion!

I also enjoyed the somewhat cynical commentary on the Idol industry as a whole. The need to grind out single after single, making the decision to cut corners and not caring or noticing the impact, and just the faceless nature of the fanbase does feel like a refreshing satire if you were to lean into this more.

Honestly, there’s a lot of potential here, more so here than with DE. And even though for me DE currently is my preferred game of the two for more of the novelty it brings to the management sim it doesn’t have to stay that way. With some polish and refinement of what’s been presented, you could have a cracker of a game on your hands.

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Really cool game, liked the art, gameplay and all. The only thing that bothered me a bit was that the weight gain content is kinda like, just there to say? Yeah you can gain weight and there’s the tolerance thing, but for a fetish game the only real mention about the idols weight is when you go to the doctor, the first time that the idol gains weight and when she’s at the last 2 stages where she has a hard time getting out of bed, so I kinda missed more flavorful content, like the PC commenting on her weight, or other characters mentioning it.

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In regards to Idol-chan’s desire to gain weight and from what I can tell from the story, her initial worry about her weight was in regards to the possibility of her getting fired from the company. Once the company rep told her they didn’t mind her gaining weight and in fact encouraged her to gain weight in order to help to promote a body positive image, she was happy to be allowed to indulge her love of food, which is why she gets affection bonuses when you feed her burgers at high gluttony. I suppose that it could have been made more clear in the cutscenes but I seemed to understand it pretty easily. I would also have liked to see more cutscenes of her reacting to getting bigger, but I’m sure there wasn’t enough time in the jam.

In regards to the Weight Tolerance mechanic, I think there’s some miscommunication or unimplemented mechanics going on. I was originally under the impression that simply being at a slightly higher weight than was tolerated would help push the tolerance up, but on further testing it looks like the only thing that effects Weight Tolerance is how much money you’ve put into the fat acceptance campaign ($5000 for 5000 immediate tolerance +100 extra per week).

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I viewed weight tolerance as what the fans considered “upper limit” and would quickly leave once they realized idol-chan were over the threshold since idol culture is about the whole of their lives rather than just singing

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I love the game thus far can’t wait for more stuff on it to be working like the pop button challenge or ask what she wants to work, etc. love the content and look forward to updates on this game.

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Can there be an update where you can choose what measurement your idol weighs? By the way I’m American no clue kilometers kilogram is either

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tbf, all that matters is the number goes up

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probably not, since RPG maker variables don’t store decimal points (unless there’s a plugin for that I’m not aware of). I decided to use kilos this time because I felt that using imperial measurements this time would be strange for a game loosely based on the japanese idol business.

If this helps, the general conversion rate for kilos to pounds is: 1 Kilogram = 2.2 pounds. So whatever your weight is, double it and then add a little to that.

do you want it in football fields or hotdogs per square mustard stain

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