When I put out A Unique Diet, I mentioned that I had tried to do a clicker in Ren’Py and found it impossible to make fun. Well, I started over from scratch, and I think I’ve got something much closer to my original intent now. It’s a complete game at this point, but I think there’s some mild tweaking ahead, so I’ve declared it version 0.8 for the time being.
“Sarah, your beloved, discovered that you’ve got a kink for feeding growing women. Is she going to be okay with that? Play along? Dump you to the curb?”
Potential Future Developments
A supporter-only-version that takes it from one ending to 13 different potential endings.
Make another attempt at a browser compatible version.
Gender selection for the MC
What's next on the chopping block
I want to get my “Slumlord Simpulator” game, wherein you play an owner/landlord with a client who agrees to gain 1% of her bodyweight a month in leu of paying rent, going.
I also have an I-think-solid version of the Life-Sim Dating Simulator game rattling around in my head. Think The Weighting Game or Making The World a Fatter Place or Whole Hog. We’ve got a lot of entries in that genre, but I’ve found that I keep returning to almost all of them, so the well probably isn’t dry yet.
I also have a linear game in mind, closer to Unique Diet, but with earlier branching paths and a much darker theme. This would see the return of a Jasmine-like figure to the Jakobverse.
Although this game’s in Ren’py, the way it handles time and user input clashes heavily with the normal browser-run version. I massively prefer to have a play-on-the-itch-site version for these games, but I’m afraid this one takes a download to work properly.
Hey this was fun, thanks! Appreciated the shorter cycles and overall structure, but the overall length was nice too. Though I could see it going a bit longer as it’s easy to consume in bites.
Bit more feedback, if you’re looking for any:
I did find it a bit hard. There was a lot of mashing of the work button involved. I also kept accidentally hitting the pantry button sometimes. It’d be nice if it was on top so the work and feed buttons were adjacent. I did appreciate that the next bonus was another weight stage away each time, but also took a while to get there depending on the girl I got. So, maybe the boosts should be a bit stronger too?
It was a bit hard to tell if feeding right away was better than waiting for the larger meals in terms of time and optimization. A little bit more info in the tutorial or leeway in the game play could be helpful here for understanding. Is there some non-mash strategy?
There was one case with girl 10 where she disappeared during the game part. Maybe went above stage 8?
It was a bit hard to read all the rejections, I know they speed up, but even some of the initial ones were hard to read for the amount of time they were on screen.
I did like how things wrapped up, could be interesting to see that be a bit more gradual/drawn out?
It’d be interesting if girls remembered you if they came back around again in the cycle. i.e. they’d lost the weight since the last time we dated, and are up for trying again. Maybe they don’t lose all the weight (or it depends on how long it’s been since you last dated them)? That could be a cool other twist to this idea.
With 6 then, it could be interesting to have a few more weight stages as then you could build-up your girls over time too.
I’ve been enjoying your games, so looking forward to updates or what’s next!
Thanks for the quality feedback, Dr X Prime! A lot for me to mull over.
Point 1 - I think you might be right about swapping the pantry and feed buttons. Or, potentially, moving Work to the top of the list, although that’d make the two level-up options less accessible.
On point 3 - did she just vanish altogether, or did you get a greyed out profile image with pigtails (that’s what Ren’Py uses for missing image assets)?
Sorry, I made a macro to play this. Are you really expecting players to spam the left mouse button like this? This is ridiculous.
Another matter is the quality of art. Yes, in 2022, AI was generally on this level. And you had to heavily cherry-pick to select not ugly images that were consistent in sequence. But now we have image generation of photorealistic quality, perfect sequences, and even the ability to create not bad few seconds of video with selected characters. With DeepSeek, we got access to a dirt-cheap 671B LLM that can produce uncensored fetish content on par with a professional writer. I do not expect you to know how to draw or write fiction. Just use modern AI tools to create text and visuals, and maybe manufacture some strategy gameplay instead of clicking. The general plot idea for a mini-game is good.
I definitely also have a very sore and tight forearm from all the quick clicking! That’s really hard to do for so long.
In general I enjoyed the game, but the clicking is a lot. I agree with the comment above that swapping pantry and feed would help a lot here in quality of life. Otherwise it is a lot of work to keep moving around to the different categories. And especially the later stages are very long.
i liked this game a lot, but I think it needs to be a little easier. I think this could be done fairly easily by balancing the upgrades/prestiges, as I feel like some of them are pretty pointless once you get to a certain point. I wasn’t able to get past stage 5 or 6, but I do play on a laptop without a mouse so that was expected. Otherwise very nice concept, looking forward to future versions
Thanks, yup @GalvarinosNubs saw the same thing, she just vanished.
Glad I’m not the only one who found it hard. I was using both hands to spam the left-mouse button on my mouse.
@morybar mind sharing with the class if you’re an expert? There’s a whole other thread about tips and tricks for AI sequences that I’m sure would appreciate the input over here: Best way to do a weight gain sequence with AI?
I honestly don’t mind clicker style games, they’re a fun time waster. Though most of them revolve around upgrades which start clicking for you so you have to click less. Maybe that’s the missing bit here is that the amount of clicking you’re having to do is just more and none of the upgrades relate to reducing clicking.
Thinking back now too, I think the scaling factor was tough/disproportionate. In order to get to the higher weight stages you needed to get to the higher food/encouragement levels. Those doubled each time the amount you needed, however increasing your income was very linear and required a lot more effort. And if you didn’t somehow get ahead to have a surplus and fell behind, then the passive income bonus did nothing. In some levels I got enough cash to start pulling ahead, but in others I was just stuck at zero waiting to just have enough money for a snack.
I know others have said in the past RenPy has some timing issues? So, I would be curious if there’s any issues with player’s having less time than you expect on different machines?
That’s probably worth exploring. I’ve tested it on a Windows desktop and a Linux laptop from the mid-10s already, but not a Mac and not a ‘business class’ or chromebook style Windows system.
I’d be interested in hearing about when particular prestiges got redundant, if you don’t mind fleshing that out a bit.
I think a difficulty selector is probably the next thing to get added in an update, one that changes how WORK works, either upping the initial pay rate so slower clicking is fine or making it a thing that drops a lot of money but has a cool-down. If you don’t want to wait though, bear in mind that the game actually gets easier every time you don’t hit a prestige goal - your breakup time gets longer, certain probabilities get nudged in your favor, etc.
Found another late-stage-missing-girl bug (this one was subtler than the last). The totally-into-it redheaded jogger type and the apathetic Goth Girl were both late additions to the game. In 0.8.1 I caught the bug with the Goth, which was easy because she’s internally noted as Girl 10, and “10” takes up more text space than the other girl’s entries, so the error in coding where I got the number wrong stood out. Girl 9’s (redheaded jogger) issue was subtle enough that I missed it first time around, and as a late addition she didn’t get as rigorous a testing as girl’s 1-8.
I added a difficulty selection. You can now play in “Hard, as intended” mode, “Hardware restricted” mode (which limits how often you can ‘work’ but makes your paycheck massively larger in exchange) and an “Easier-than-easy” mode that overpowers the player from the very first section onward.
I also swapped the Pantry and Feed options, which really messed with my muscle memory. I haven’t redone the tutorial screens yet, but I don’t have time today and I didn’t want to leave the Redheaded Jogger bug active on the downloadable version any longer than I needed to.
Ah, that’s good to know about failure… I was save scumming a bit as I wanted to succeed and unlock the next bonus, so maybe that didn’t help. Maybe calling out something like “I know I can do better next time, I’ve learned so much” or something to that effect in the dialogue to hint at that would be helpful. (like just +1 dollar for work baseline on failure would be a huge boost.)
I didn’t realize until later that it’s basically just an infinite loop, so knowing too that you don’t have to succeed within a given time-frame as a player (not necessarily in any narrative sense) would be useful to that end too.
These sorts of interludes between moving cities could be bolstered with remorse or lamenting about the ex and such and hint at the long-term eventual goal to go back and make amends.
That’s a solid idea. It’s implimented in the most recent version, 0.8.4, as are some subtle hints that losing a city isn’t actually a demerit against the player.
You also inspired me to put a persistent tracker in the game that notes when a player ‘loses’ a city, even if they quit or reload to an earlier state of play. The way the game nudges odds in the player’s favor after a stumble now survives anything short of a full restart.
The weight stages have been mildly adjusted to be easier to hit. I don’t love how easy it can be to just the 5 to 7 gap with good 5-Course-Meal timing and a high grade pantry upgrade, but the game is more forgiving of moderate click speeds or strings of bad luck now.
We’re up to a dozen non-Sarah feedees, which was my goal. I think the median player can make it through the game without any repeats at this point.
Update is great, I like the new women! Playing again and just going with the flow worked a lot better even on hard. I tried waiting for the food to build up for a 5-course vs. spamming snack all the time too, hard to know which strategy is optimal, but it’s close enough. Spamming snack is hard if you’re cash limited, hehe.
Last piece of input I’d have is that it’d be nice if the feedees had a different saying at the end if you reach their max stage. i.e. I’d like to know/a hint if I’ve maxed a girl out vs. not at the end/car scene. It’d be nice in that regard too if a maxed out girl doesn’t show up in the pool too, so you could just work your way feeding everyone before finally having to move on back to Sarah.