Isles of Plenty: A Weight Gain Fishing/Life Sim - Ver 0.1.3 (23/08/2025)

Just uploading a fixed version for that now. Was testing Hazel’s repeats and forgot to change her back!

You should be able to move your save file over from the broken version!

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Awesome update Im really glad the time mechanic can be sped up now. Quick question, was the removal of demo tools intentional, since it wasn’t mentioned in the change log?

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I’m loving this game! The new fishing system is a big improvement, and the lower prices definitely make it less of a grind.

Here are a few bugs I found during the bakery quests:

  • In the “Edible Gold” request, she asks for butter even though no one sells it. I was able to complete the quest with another type of food, but I’m not certain which one it was because my inventory was full of ingredients.
  • The quest “Pale Moon” is game-breaking. Exiting the Ruins bakery transports you to the desert, and I can’t leave the island without the boat.
  • Also, sometimes the baker’s name is Bonnie, and sometimes it’s Amelie. Not sure if intentional?

Looking forward to future updates :smile_cat:

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It was supposed to be added after finishing the tutorial but it slipped my mind. I’m not crazy about keeping it in, it’s supposed to be an unstuck feature but I feel as if it’ll end up being relied upon. I’ll add it back in with these bugfixes.

Thanks for letting me know about those bugs! I removed some ingredients and forgot that butter was one of her requests: luckily it takes 10 carrots instead!

I’ll put out a fix for the request and the wrong exit in a moment.

Also, she was originally called Bonnie but I switched her name to Amelie not long before the first version! I’ll get the old instances of her name taken out too.

EDIT: The latest Itch version should now longer have these issues.

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So, I have the latest version from Itch, and Hazel still acts like I’ve finished all of her requests already.

leaving the ruined bakery sends you to the oasis. Amelie still asks for butter, though carrots still work. you cant upgrade the covetous ring

Quick question
Is self immobilization possible?

This is what happens when I do things late at night. I uploaded another version and downloaded it myself, should work correctly now.

Edit: Will check out the Covetous Ring not being upgradable.

Not currently. I have plans for that in the future.

Same for Hazel (I think, never actually completed her request last version). I don’t get the dialogue about the waystone tablets or the request associated, and I talk to her as if I’ve already done one of her experiments.

I uploaded a new version that fixes Hazel’s issues a few hours ago, unless you’re facing the same issue in that version?

Also I don’t seem to be having any issues with upgrading the Covetous Ring to its II version. If you’ve used an old pre-0.1.3 save there might be an issue because of that, you should be able to find another Covetous Ring in the Ruins’ Prison Room.

Ah, must’ve missed that, sorry! I’ll go download the fix :+1:

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All good!

I need to get better at testing my own game LMAO.

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This is one of the best game i had this month, i could play like 3 hours straight. I can’t wait for more update, and i hope there wouldn’t be lot of bug later :blush:

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Alright, I’m back again. I didn’t have a chance to play 0.1.2, so this may be a bit of a review of both of the 2 newest versions in terms of added content, but whatever. I’ve got plenty of feedback so let’s go.

Bug/Glitches:

  • Teleporting from the Port to the Ruins sends you to White Mountain. All other teleportation seems to work, both from the Port and the other islands. Just that one link is broken.
  • Most of the baits are broken in some way. The regular bait and voidmaw bait both seem to work as intended, so good news there. The quality and charming baits both last for just 1 cast and also do not remove themselves from you inventory when you use them. I can’t confirm if they actually work since they only work for one cast at a time. The magnetic bait does work, and does remove itself from your inventory when you activate it… but from what I can tell it never wears off. I fished with it for 2 full days with no sign of stopping - likely over 50 casts.
  • Gaining weight seems mostly broken, too. For all NPCs (except Millicent) and Marina, it takes a good while to feed them up to stage 1, but after that they will go up an entire stage every day until they hit their max - regardless of if you feed them or not. I confirmed this by the end of my play through with the drunk merc and Marina where I got both to stage 1 and then just would wake up, check on her, and go back to sleep. Both were at max stage after 3 cycles (I believe there’s only 4 stages?) of no eating. Amelia does at least pause until you complete her second quest, but afterwards she balloons too. Does Millicent have anything more than her first stage? Because I fed her at least 5 times after she got there with no changes.
  • Feeding Millicent never drains your energy after the very first time you let her.
  • The druidess on Arborwynn will reteach you the voidmaw bait recipe every time you talk to her.
  • Blubberfin oil recipe is nowhere to be found after you learn it (maybe that’s still intended?)

Gameplay feedback/ideas:

  • WOW. Lots of great changes you’ve made since the first version. So many quality of life improvements that make the game feel better. The addition of the map is HUUUUUUUUUUUGE. Makes sailing so much more manageable.
  • Double time is the way to play, imo. I played for at least a week before you got Hazel fixed, and having my only choice be to sail to the islands for a week, plus playing with double time, made me actually have to manage my time well and make some choices about what I do in the day. Great change.
  • Now, while at least speeding things up and being forced to sail did add proper challenge to the game for a bit, you definitely still get teleportation too early. Maybe you intend it for later, but I think it would be perfect if Hazel had you go on a quest to every island for her in order to gain the ability to teleport. Really force exploration. Hell, I’d even suggest making you have to work harder/take longer to get your boat up and working again. I’d also - for the future - have to do the same after you upgrade the ship. It could be that you need her to make a range extender for the further out islands, or something like that.
  • On the subject of game difficulty… I think you may have over-corrected a bit from the first version. By the end of day 11 (which is the day I actively stopped buying and selling things) I had 20000+ gold on hand. It seems like you not only increased the odds of the rarer fish, but also gave us so many ways to buff ourselves that within a week I had caught every fish except 1 (for the life of me I could never get the legendary Ruins fish - maybe that is broken?), including multiples of every legendary fish. Combined that with the price reduction on a good amount of things and… yeah I spiraled into wealth easily. I have a few suggestions on that I can mention in other spots.
  • While the baits themselves are currently broken, I love the addition of the bait system. I think it opens up a lot of avenues to make the gameplay even better. I really liked having to craft the bait for voidmaw and getting a rod good enough to fish it up. That was exactly the kind of thing I was hoping to see in this game! I personally think you should gate legendary fish behind craftable bait, like the voidmaw bait, where you have to do some questing on the island to get the recipe and then get the resources to make it (could really mix well with the new farming mechanic you added, too). You also already have a variety of kinds of fish (there’s at least 1 starfish, 1 eel, 1 squid, etc.), but what if you spread them across the rarities and made it so certain baits were more likely to attract certain kinds of creatures?
  • I already mentioned the farming - it’s cool to see, and I think it adds some nice resource management to the game. Looking forward to seeing it get developed more!
  • I like the weight system gating upgrades to some NPC shops (and you being able to turn your weight into upgrade points). I think I’d like it even more if the weight gain system wasn’t bugged, although I think I’d also like to see more gating quests for each NPC so that they won’t move on to their next stage until you feed them enough and complete a new quest for them.
  • For quality of life, would it be possible to make more subcategories in your inventory? Idk how RPGMaker works, so maybe that’s asking too much, but it would be nice to have edibles and fish and bait all be in seperate lists instead of one massive one.
  • Just in terms of a general improvement to the balance of difficulty - would you consider adding something like a fish cooler? Essentially, a box for your fish to go in so that you could only catch so many (or maybe less depending on the size?) before you have to go back and sell your haul. That way you can’t, say, sit there and spam through 40 casts with your super buffed system and basically pull in 40 fish worth several hundered gold a pop in a day and become an overnight millionaire. Maybe even have it so that Erik is only interested in certain fish on a given day, even? I don’t want to go so far as to suggest fish could even spoil, but… who knows. Don’t want to go to deep on a fetish game, haha.

Whew, ok, that was actually a lot of feedback. Overall, absolutely loved the update. I think this game is trending in a great direction and I’m glad you’re continuing to develop it!

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Thank you so much. This is absolutely fantastic to read!

I apologise about the bugs, I’ll work on those and do some more testing over the next day or so. Only thing to note is that Millicent only has one stage, I’ll add some more dialogue to state when you’ve reached the final stage, however.

For the wonderful feedback you gave:

  • I think the faster time is the way to go as well, I might make it the default but I’ll definitely leave in the option to make it slower if needed.
  • You get the ability to teleport far too early. I want there to be a bit more content in terms of progression, such as there being more to do on each island. Arborwyn is the most “complete” but I’m still not happy with its current state, and then the Oasis and the Ruins are extremely bare. I’ve also had plans for Hazel to have two further requests from the start. But, until then, I agree that her request feels too easy and too early for what you get access to.
  • Making it take longer to get the boat is something I’m considering, but I’ll look at that when I make some more improvements to the main town. As with the teleportation, once there’s a bit more stuff it’ll probably help make progression feel nicer.
  • Once I’ve fixed what I can for this version, I’m going to spend a bit longer doing some testing with pricings and odds. But 20,000 G by day 11 is definitely a lot for how much things cost!
  • I’m glad you like the (broken) bait system! I do have plans for a higher tier of fish that require a specific bait to be caught, but I’m holding off on that until the islands are more fleshed out. Fish variety and having specific baits for them is interesting! I do think the variety of fish is lacking, hoping once I make some more of my own icons I’ll be able to add some more interesting fish!
  • The farming is in its early stages for sure. I’m hoping to add some rare seeds and such that’ll lead to some more interesting crafting recipes down the line.
  • I think doing a request after feeding them enough to move up a stage would be a great idea! A few of the NPCs are lacking in requests as a whole because, again, there isn’t enough stuff just yet. I also didn’t want to add requests that seemed too repetitive by sending you to the same place or by asking for similar items.
  • I’ll look at inventory separation. As far as I know, it’s not a default thing in RPGMaker, but I don’t think it’d be difficult to add.
  • Having limited space for fish could be done, but that’s also what energy was supposed to be for - although given how overtuned things are I don’t think it works the way I intended! As I mentioned, I’m going to spend some time ironing out the pricings, so hopefully over time it’ll feel a bit better. It’s just difficult to decide how “harsh” balancing should be when this is a weight gain game LMAO. Erik accepting only certain fish or fish spoiling over time is interesting, although perhaps a little hardcore for now!

One last bit: the fish I think you’re missing should only spawn after 9 PM. If you’ve already tried that, then I probably messed it up - which wouldn’t be surprising :saluting_face:

Thank you again, this feedback means a lot and is some serious motivation to improve upon the game!

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Bugs happen - especially this early on in development. I completely understand that a free beta (or even alpha) of a game is going to need its bug testing crowdsourced, otherwise you’ll never find them all yourself!

Glad my feedback helps motivate you - that’s my intent! There’s quite a few times where I was pretty sure that some of my points were more a result of where the game is at in development than you having not considered something, but I figure it’s better to throw it out there just in case.

Totally agree, it’s a tough line to walk between “make this a real game” and “hey this is still supposed to be smut” lol. I guess I just like a little foreplay to mine, haha. I can see where the energy should do the job of a lot of balancing. The Worn Medallion definitely made things a bit more difficult, but if your intent is to use the energy to balance (and since the mysterious figure gives you the power to remove your fat and turn it into more energy) I think the biggest change you should look to try next is an easy one: make energy usage per cast stupid high. Like, the default energy per cast should be double the Worn Medallion energy usage. Because right now even with the medallion (and the food) I can fish a few dozen times a day at a super high rarity rate. But that might fix a lot of my complaints (and encourage the player’s self-fattening loop) with difficulty.

Oh, that’s probably why I haven’t seen it - I didn’t realize it was time sensitive I had thought that might be the case, but I didn’t spend enough time experimenting with that angle. Good to know!

Anyway, always happy to provide feedback to this game - I can’t wait to see what you have with more content (personally, I’m dying to see what you’ve got planned with the pyramid). Keep it up!

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Some of these bugs I’m sorting are just me being unbelievably careless LMAO. At least they’re easy to fix!

I’ll see how things turn out when I tweak the pricing and odds, but increasing energy per cast could definitely be the way to go. I’m a fan of certain things, such as the Worn Medallion, having drawbacks if they have powerful buffs. I’m probably going to make your weight have a larger impact on energy use in the same sort of way too, although I intend to have some benefits to being fatter as well!

That last Ruins fish was sort of an experiment, as I want to add different fish depending on the weather and season eventually. I definitely need to make that one clearer since it’s the only fish with a spawn condition!

I already have a solid idea for the pyramid! The Oasis (and Ruins) will definitely have some more interesting changes once I get to them!

Thanks again!

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Been playing through and having a pretty good time overall, but I’m stuck trying to get the Blueberry Hyacinth, been at it for a good hour or so in Arborwyn but still nothing. Just wanted to know if there’s a specific place I’m supposed to catch this fish from and if there’s any conditions or anything that I need?

Blueberry Hyacinth is a flower.

It spawns after you catch Voidmaw, to the right of the big tree after it’s renewed.

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