Version 0.2 is now available now at the link below:
I’m glad to announce that I have started a Patreon. If you wish to support the further development of the game and get access to new versions/content sooner check it out: patreon.com/CringeIndeed
Indulgences V0.3 Update
After a *month-long wait, V0.3 of Indulgences is now available for early access on patreon! V0.3 will be released for free a month from now.
What’s New in V0.3?
New Events and Stages
Main Events:
Added new Stage 5 Main events for each girl.
Added new Stage 6 Main events for each girl.
Progression:
Introduced Stage 6 for all girls.
Art Updates
New CGs for:
Sophia
Hazel
Rebecca
Gameplay Enhancements
Dynamic Location System:
Girls can now move between locations.
New Character Option:Hang Out
Unlocks location-based events that influence stats.
Added a new location: Cafe.
Events
Over 30 new events added!
Travel Updates:
Added travel events and travel times between locations.
UI and Gameplay Streamlining
General UI improvements.
Menu sounds added (toggle available if they’re annoying).
Removed the Office and Minigame to streamline gameplay flow.
New Stats Screen and Feeding Screen.
Bust, Waist, and Hip sizes now update dynamically.
Other Updates
New actions available for the player character at various locations.
Money now generates daily for easier resource management.
Updated old events to better fit with new systems.
What’s New in V0.2?
Player Character Weight Gain
Stages 1-5 have been implemented.
Experience different body compositions based on the types of food consumed.
Encounter random events based on proportional gains when passing time at home.
Revamped Story & Intro
A completely new introduction and story to set the stage for future content.
Tutorial System
A new tutorial option is available at home to explain the game’s various functions.
Some new values and variables have been introduced, though they aren’t fully interactive yet.
New Weight Stages
Two additional weight stages have been added for each girl, expanding their transformations.
Reworked Feeding System
Feeding gameplay has been revamped for a more thoughtful, strategic experience.
Each character now has unique methods of gaining weight quickly, offering more variety in how you approach feeding.
New Events
Fresh events are available for weight stages 1-4.
Random events have been introduced for all weight stages.
Events now display appropriate sprites based on the actions taken.
Debug Mode
A debug option with special “debug foods” allows you to skip through the content quickly if you want to see all available material faster.
What’s Coming Next?
With V0.2 launched, development will continue immediately for the next update. Expect even more content in the future, as there’s still plenty of untapped potential waiting to be explored.
Additionally, starting with V0.3, Patreon backers will receive new versions of Indulgences a month early as a token of appreciation for supporting the project.
Thank you once again for your ongoing support of Indulgences! More exciting updates are on the horizon!
Current Issues
Bugs (obviously)
Placeholder text
Placeholder assets for minigame and map
Inconsistent characterization and dialogue (characters and their place in the story are still being iterated)
Development Roadmap
Player weight gain and its effects on the story
University as a hub where all characters can interact
Inviting characters to locations, including your home and other places
A more complex feeding system with variable opportunity costs for each type of food to encourage strategic feeding
The art looks great. It might be good to include some more info on what you’re planning to do with the game. For instance with just a single character shown, is this meant to be the protagonist? Making a female protagonist game where the MC can gain and will be the focus would be different than one where the MC is a feeder character fattening up other NPCS.
Giving some other details about the setting of the game or details about the protagonist would probably open more options for suggestions.
I really like the style of the test art. The B/W/H variability like ‘Maid’s Long Vacation’ is an interesting idea that I can certainly see the appeal of but the risk is obviously it multiplying the workload too substantially. If it can be executed in a way that minimizes additional work then I think it’s a good add in.
I think bearing scope creep in mind is critical - that seems to be a common pitfall for games in this genre and updates adding only small amounts to each area can feel unfulfilling if it results in content generally and new content specifically being spread too thin.
For the current direction are you planning on having exclusively the player character gain weight or will there be others around them who gain?
What kind of pacing are you looking to achieve, Tramp, Fill Me Up, and Big Aspirations have fairly slow pacing while Maid’s Long Vacation is more compressed. Personally I like the more realistic pace but I know some find that tedious and I’m curious where on that spectrum you’d like things to sit.
Something I really like in games is the sense of a loss of control/corruption - Tramp and Fill Me Up both have this with the PC choosing the most gluttonous option for you if you’ve been making consistently greedy choices, it makes those decisions feel like they have a more real level of impact. Fill Me Up also has intoxication and promiscuity as vices that increase as the PC’s hedonism increases, is the plan to focus mainly on gluttony or will there be auxiliary vices involved - thought those would obviously risk increasing scope.
Something often mentioned as a compliment/desired feature in games on here is NPC reactions to weight gain, having characters in the world comment on changes make them feel more real and again adds impact to player choices in a similar way to the ‘character’ beginning to be guided by their past actions. Having a good roster to pull from in different NPC responses to make the world feel alive and engaging is IMO one of the biggest things you can do to make the world feel larger and more real. Dialogue like the thoughts of store clerks after you leave or overheard whispers as you transit between locations could be relatively easy ways to add in NPC responses that make it actually feel like the character is gaining weight beyond just their sprite changing. (Fill Me Up also added in the transit screens showing the PC struggling to walk and stopping to get snacks as a way to illustrate this)
The art looks great and I’m a total sucker for lifesim games where the PC gains weight so I’ll definitely be following this with interest and wish you the best.
I think of keeping a modern university/office theme with a female protag that can gain weight as well as fatten her friends up. I think this would probably be the best option as both people who enjoy the fedee and feeder fantasy can enjoy.
I quite enjoyed the pacing of something like big aspirations where it can be slow but if you plan appropriately you can speed it up so I think that will be my high level goal for now.
As for loss of control I have a variable for self control but have yet to implement a function for it.
I also really personally enjoy a reactive world to both protag and npc changes so I will definitely be trying to dive into that, unfortunately that also adds a lot of variables that won’t have every user seeing them meaning it could be a development time sink, right now I will try and get the core gameplay and structure worked out and then incrementally implement npcs, their reactions and events. That said I really like just drawing girls so I might just make some stuff and quickly toss it in if I get bored lol
Were you thinking of non optional weight gain for the protag or something else? Something similar to big aspirations that is tied to the story, or more of a route based option like chunky cheerleader, fill me up, maybe even a more free form system like feed my affection? As they all have different scope and design sinks to consider.
I think it depends on what people want, I think that tying the game progression to the player weight will be the easiest but might not lead to particularly interesting gameplay variability, for now I will proceed with the idea that game progression will be independent of the protag’s weight but I will see how feasible that is as development progresses.
For now I want to make the central minigame a fruit catching game. I’m having trouble deciding whether it should be a way to gain money to pay for food or directly a way to consume food. Currently I have implemented several variables for the game:
Capacity should correlate with the number of fruits
Eating speed should correlate with duration of minigame
Hunger should correlate with score multiplier
Basket size should correlate with weight
As it is though the game is not too interesting cuz it’s too simple, I kinda wanna gauge how important people think it is to have an interesting pacing mechanic in the game. I personally find it quite tedious to have to see the same daily content multiple times but understand that it is necessary to space out new content (like in fill me up) but also find it annoying to have to be good at random minigames to get good results (many japanese rpgm games). I kinda want gameplay to inform story and vice versa so that it feels interconnected so any suggestions would be greatly appreciated.
also long boring post so have another teaser image of a npc I’m designing
I’d say focus on having the activities serve a purpose, such as either directly moving the story along or being an extra fetish scene. I’d avoid doing something like having a “go to work” button that does nothing but raise your in-game money. If it can be skipped and isn’t interesting, then it doesn’t need to be in the game and only serves to bloat the experience.
How much value do you guys place on a fleshed out game experience versus just more weight gain content. I’m currently spending some time making a map screen and nice to look at UI however I feel like i could forgo this and focus solely on making as much weight gain related content as possible.
I think that realistically, the latter is going to get more draw than the former. As much as I personally enjoy seeing the care and attention that goes into all the little details for a game, you can focus on stuff like that once the bulk of your main content has been finished. A lot of the time it can be easy to get over-ambitious and lost in the weeds of that kind of thing, so it’s best to get the big stuff out of the way before you work on the smaller stuff.
alright, I’ll just make some quick placeholder stuff for now (map screen, minigame sprites etc.). I’m trying to find a balance for how structurally sound the base design has to be before I can get to making the fun stuff. Like if the fundamental way the game is coded is hard to work with future content will be quite hard to make.
That’s your best bet. All the aesthetic details are things that you can swap out and tweak once the coding foundation is solid, otherwise all the hard work you put in making everything looking nice doesn’t amount to much if you have to uproot it all and rebuild it from scratch.