Erika Yoshino is an introverted college student with a secret: her internship with Marshan Industries is actually a cover for her gig as a magical girl!
But not everything’s rosy - the interdimensional rifts she’s sent to investigate pump her body full of mana with each enemy she defeats, destroying her metabolism and increasing her appetite.
Can Erika save the city - and her waistline?
FEATURES:
- A hybrid of Visual Novel/Management Sim and JRPG gameplay!
- More than half a year of in-game time! Five different dungeons! Calling them ‘unique’ or ‘handcrafted’ is only slightly stretching the truth!
- Five stages of weight gain and ten stages of inflation!
- Evolving equipment system! Cast spells from your installed magichip often to unlock more versatile spells!
- Multiple outfits for Erika to wear at home!
- Fat girls! Frontal nudity! Stretch marks! Highly suggestive scenes! No explicit seggs!
- Violence that some people may find mildly triggering, a half-assed jumpscare somewhere in here…
- A small cast of lovable companions!
- Shady international conglomerates! Corporate intrigue! Insane mad scientists! …Murder?
- And so much more! (note: not really much more)
WHAT ARE YOU WAITING FOR? Download version 1.0.5 HERE (Windows/Mac/Linux x64, Mac ARM64 for Apple Silicon; all Mac files untested) or v1.0.5 Patch Only (for anyone who already has version 1.0.3 or newer downloaded)
Balancing and equipment issues aside, v1.0.5 should be about as playable as it gets - all known issues have been addressed, along with a handful of others, plus the beginning of some balance tweaks and a couple scenes that hadn’t been fully or properly implemented. Granted, I probably created some minor new issues as well, so let me know what’s still broken and I’ll get it fixed up.
Okay, look. About three hours before the 2024 Gain Jam closed, I took a shit.
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Don’t get me wrong, I’m proud of what I accomplished with this game, even if I’m unsatisfied with how much had to be cut or simplified. But it was that cram, that push to cut as little as possible that led me to working on content right up until the deadline instead of taking a day or two at the end to actually playtest and bugfix, and even then I lost the last couple hours as family started to show up for the holiday weekend.
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I had hoped it’d mostly just work. It really, really didn’t, and I have insane respect for players like @jeffskeep who pushed through anyways, shaving a lot of time off finding and fixing bugs. To make matters worse, I did a five-minutes-of-playtesting ‘bugfix’ version before the deadline that a) didn’t even make it to the biggest showstopper, even when it could’ve, and b) didn’t work, as I just stuffed the new data files from the project straight into the exported and encrypted build I’d first uploaded, meaning the game failed before initializing because it couldn’t decrypt anything.
Version 1.0.2, linked above, fixes all the reported bugs and then some.
- Like, even when I fixed the bugs that were mentioned, there were linked bugs that could’ve been even worse. For example, a report led me to realize I’d never had anything calling to check whether certain outfit unlock conditions had been met, leaving Erika stuck wearing her everyday outfit around the house. But had I fixed it, the game would’ve hardlocked if set to anything else, because I seriously fucked up the UI code for everything but the standard outfit. I think there’s 27 entries in the changelog for this version, and only a third at best are quality-of-life changes rather than actual issue fixes.
Is the game perfect or bug-free now?
- Absolutely not. But I’ve at least tested it as far as the beginning of Chapter 2, which means all the major logic switches are working, and by some miracle it was possible to progress at least as far as Chapter/Month 5 in the original build, so I’m hoping at this point you can at least progress close to the endgame even if there’s still something that breaks along the way. All that aside, you should probably expect text boxes in the wrong style or with wrong/missing nametags, incorrect images called/erased/moved, facial expression overlays having the proper coordinate sets or being chosen for the wrong character, etc.
Where does the game go from here?
- First and foremost, once the weekend’s over I need to sit down and do a full playtest, jot down even the littlest thing I notice, fix it, run everything again. I really need to do some balancing, too - almost nothing meaningfully reduces academics or mood, and the battle system’s barely tested either.
- There’s other stuff I had to cut for time - the bond events, which basically flesh out character backstory and relations, the closest there really is to a ‘dating sim’ element here, were reduced from full scenes to a couple of summary paragraphs each. Many weekday/weekend events are similarly sparse, and also roll one of usually three variants of an event, with very few actually taking social stats or character weight into account. There’s a framework for a chat system - hit the button and Erika will comment about a social stat, story progress, her outfit, her weight, etc., etc. - but in the end I just hid the button for it because I never had time to write any of the responses.
- Without spoiling the ending, I think I made it clear how there could be a spinoff title, a continuation of the current game, or even both. Whether I proceed with any of that largely depends on reception to this game, though.
Waddaya want from me, Jim?
- FEEDBACK. I desire it. I crave it. I need it. It NOURISHES me.
- No but seriously, feedback. Any issues, no matter how small - I’m not going to catch all of them alone. Things you liked, things you didn’t like (although believe me - I’m aware that some screen fades last too long or that the main BGM loop gets grating fast), what you do or don’t want to see more of (besides more ‘fat of she’).
- This is and always will be a free game, but I do have a Ko-Fi somewhere in my profile if you really want to donate.