Looking for Playtesters

It should work, but I haven’t tested save transferring super thoroughly. It’s definitely something I want to implement in the future, but I’ll have to test it more when future versions are released.

1 Like

Finished playtesting for now after 4 runs.

It seems you can beat the boss without a tank. I just did the whole fight with a 1600lb immobile Sakura. Still need a bit of luck involved with dodges. Honestly thought it was a throwaway run and was going to test the progression system. The hide weakness mechanic for enemies is really good. It does stop you from easily destroying bosses.

1 Like

Astrid is my favorite character because I like even tempered gun toting bad asses and not because i get to see her ass expand and i definitely don’t wanna make her my couch potato shut up

1 Like

I beat the boss by upgrading the red girls energy and just dealing damage over and over again on my first turn, then applying burn and just attacking and using Aid+

Alright, an update on the status of the playtest. I’ll probably be closing the request form after today, since I’m pretty satisfied with the feedback I’ve received so far, and it seems that most bugs and typos have been caught.

At this point, most of the responses I’m getting are restating what others have said, so I think I have a pretty good picture of what people liked most about the playtest and what I should be focusing on in the future. I’m still reading every response that is submitted, though, so testers should still feel free to make a submission on the feedback form, especially if they have any bug reports/criticism/ideas/etc.

I’ll probably be making another post after the playtest is closed to summarize what I’ve learned and the direction I’ll be taking things for the full release. Overall, though, it seems people are pretty happy with what’s already in the game, so I think the official release should still be coming on schedule.

4 Likes

Great to hear! The Palace is going to get also their own playtest before the release?

Probably not. The playtest of the Penitentiary has indicated that there weren’t any significant or gamebreaking errors, so I think it’ll fine to launch the Palace without any extensive testing when the official release comes, and then address any issues from there.

1 Like

I’m curious, is it intended to lose all items, equipped or otherwise, when being defeated?

Yeah, you don’t keep items, upgrade, or divine pieces points between runs

1 Like

I’ve just closed the playtest signup, and I wanted to say thanks to everyone who helped out by sending in a feedback response. The feedback google form will probably be staying open permanently, and I’ll still be checking it periodically. Feel free to submit any fruther critique, ideas, recommendations, etc. and I’ll be sure to take note of them.

Overall, the playtest has gone very well. The general response was very positive, and I’m happy that so many testers enjoyed playing FATACLYSM. I have a concrete list of things I want to work on in the future, but it’s become pretty clear to me that people have responded well to the core gameplay loop. Anyways, here’s a summary of major things I’m planning of doing based on all the feedback I’ve received.

Originally, the plan was to have a full “run” be comprised of 5 different layers. However, based on what testers have said, I’ve decided to amend this to only 4 layers making up a run. Most are in agreement that they want to see more from each layer, like more events, enemy variety, better/more items, and so on, and I think that shortening the overall length of runs and then increasing the amount of content in each layer would facilitate this. The big changes that would come with this are as follows:

  • More enemy variety in each area, and another encounter before confronting the boss (the Warden would be nerfed so as to keep the difficulty consistent)
  • More events in each area so each run feels different
  • Higher drop chances for rare items
  • Addition of minibosses and other encounter types to shake up the structure of each run a bit more (These are already planned/implemented for the Palace, but I want to add them to the Penitentiary as well)

And here’s a list of smaller changes that I also plan to add eventually:

  • A fair amount of players would like for music to be added, so it’s on the to-do list now
  • Adjust implementation of locked weight stages so as to make them less intrusive whilst still not spoiling progression
  • Spreading out the lore and information that’s provided in the last third of the intro throughout subsequent runs so as to not dump so much on the player at once
  • More interactions between party members, potentially both during and outside of combat
  • More clarity regarding some things in combat like turn order and damage numbers

That’s about the gist of things I’ve gathered from feedback, but another quick thing I want to make clear that was already full intended and some have asked for: More party members will be added. The starting four aren’t the only ones that’ll be joining the fight!

Finally, the plan moving forward. The official release will still be happening some time in May, and will include the full areas for both the Penitentiary and the Palace (FYI, the Palace is a longer area and already has more content than the Penitentiary). The Palace will contain new enemies, a boss, events, special events, and so on.

I can’t guarantee that the list of goals from the playtest will be completed by the time of release, but I can promise that they’ll be priority #1 in terms of further development. Two new enemies are already in the works for the Penitentiary, and at least one of them should be ready for full release, with the next one (who is a miniboss) likely coming in the following update.

If you want to follow along with exact release dates as they’re announced, make sure you continue watching the main page for the game, and please consider following me on itch to stay updated. See you all again in May!

13 Likes

hi nice to meet yo Jupiter

that one spongebob gif of him goin “I don’t need it”

1 Like

Hey everyone, this’ll probably be my last update on here before Fataclysm’s full release. I just wanted to share a little sneak peek of the new content that’s coming to the Penitentiary, along with a concrete release date. I mentioned a few planned features in my last post, so here’s a screenshot highlighting some of the changes that have already been integrated:


The Enforcer Overseer will be coming to the Penitentiary in the next release, along with the highly requested turn order display. It was pretty difficult to not only fit it into the combat UI, but also to get Twine to cooperate with the displaying of the characters’ pictures. However, I’m happy to say that it’s actually come out quite well.

You can expect these changes and more when the full release of FATACLYSM arrives on May 17th. The game will likely be releasing around noon/afternoon (PST), so be sure to watch out for the project page that I’ll be making for it on here, or any posts on Itch regarding the official release.

5 Likes

I can wait to play the new fatclysm on any computers and tablet I wanna download it so cool badass I love force fed wight gain fat girls slime girl anything :slight_smile: kkkkk the most fat force fed games ever

is may 17th I can wait to play

Have I got good news for you.

FATACLYSM has launched! Once again, thanks to everyone who helped out in the playtest. Here’s a rough list of things that have changed since then:

  • Implemented a full original soundtrack
  • Added the Enforcer Overseer to the Penitentiary
  • Added a Turn Order to combat
  • Scrapped Active Items, but Conditions and Afflictions now exist to supplement Passive Items. The Item menu has been significantly cleaned up, as well
  • Shortened the intro, especially placing a large portion of the last section into a later conversation in the Cathedral
  • Added a new face to the intro. You could say that she’s fairly important to the plot of the game
  • Added every Party Status weight description, along with the remaining weight stages
  • Added all of the Palace
  • A whole bunch of other stuff that would make this list way too long

The changes to the intro may make it worth playing again, if you already helped test it. Go ahead and skim through it if you’d like to see the new content.

Links to go play it:

Also, as a side note, I’m 99% sure that transferring saves from the playtest won’t work. However, alot has changed regarding progression, so that’s probably a good thing. If you don’t want to go through the intro again with your new save, then feel free to skip it.

1 Like

Pretty nice launch for the initial release, aside the transfer saves thingie like you said and the Patreon, how long it would be the updates between public and supporter version?