I’m pretty sure that’s intentional. It warns in the description that Reed sees this schedule and it’s his job to keep the girls on a diet. Him not doing anything despite the warning would be bad foreshadowing. The midnight snack is supposed to be a high risk-reward option with a decent chance of failure. The safer option is to just have the girls work in the evening and limit how much they work out.
Well, eventually you start to understand that high weight is not always a advantage anyway. Most of us probably tried to fatten up girls ASAP, but once i started to miss every second attack, i understood that dealing a little less dmg and being less tanky may be better than feeling like in casino, every time you try to attack enemy.
But even if we count midnight snack as as something that should work like that, i still think that studying/swimming too often gets “bad result”
Does anyone know how weight is being calculated once you leave rift/dungeon? I want to know if girls gain weight every time they absorb mana points, or they gain weight depending on amount of mana points they had while leaving rift. If that’s the second then perhaps i’ll start grinding more in dungeons.
It’s when they leave the rift. I’ve checked the save data. Apparently enemies defeated affects fitness too but mana is turned directly into weight after the girls leave the rift. More mana more weight. That aside, I do agree that the fail chance for studying and swimming feels a bit high. That pool has more problems than a Detroit sewer. Mood affecting success chance for studying seems like a good idea. As for the pool, the option to go to a private pool with a higher success chance and mood boost, but with a higher cost seems like a good solution.
Alright, I’ve had some sleep and some time to dig around - 1.0.4 is coming shortly and should fix the last major remaining issues, or at the very least everything reported in this thread and then some, if I didn’t break anything else.
Still couldn’t reproduce this, sorry. I mean the second scene is kind of a continuation of the first but you’ve very clearly described the second. It could be that something in Erika’s schedule is accidentally adding weight for Mari before she’s even unlocked, though; I’ll double-check, but it shouldn’t be possible to skip THAT far ahead that early on. I can’t see anything that would be unduly modifying her weight-stage variable, either, which should be the only thing making that happen if she’s still near base weight.
There’s also supposed to be blockers for everything but the last dungeon, warping them out when they first reach the boss crystal area, to encourage players to run a second time and get a little bit of grinding done, as well as reinforce that mana hoarding is the dominant WG strategy, although as you’ve pointed out perhaps a bit TOO dominant. But I set the trigger level wrong here and forgot to put them on most of the tiles in the third dungeon too. Such is life.
Thanks for letting me know, but actually this one might not be a bug. Her weight levels are at separate weights as she’s taller and has a different body type; the estimate shown for weight isn’t entirely accurate for anything but stages 0 and 5 (things aren’t counted as actual weight behind the scenes, so this is just a rough conversion based on the difference between starting and final weight estimates), although it’s surprisingly close to some of my estimates for a number of other stages. Even though I’d estimate her second stage at 170-175 lbs (from a starting state of 135) it might be another 20 or so on the estimate before it actually triggers.
Also - surprise surprise - I typo’d the math a bit (about 3% higher than it should be, after accounting for her starting weight), so her counter trends even higher than it should anyways. Fixed for next version.
This one was a tough one from me - by now it should be clear that I didn’t give too much thought to scaling, but plotwise it makes sense that mana is more dangerous towards weight than simply overeating - as it is now, it might be hard to gain significant weight from overeating unless you entirely ignore exercise, which I guess might need to be tuned upwards. If you spend mana responsibly, you can probably outpace the forced gains from leftovers and boss mana if you commit to fitness events, or if you want to hoard it you can probably go from zero to max weight in a few weeks late-game (especially if month six is actually working as intended) which is absurd but also represents an ‘are you even trying?’ attitude.
Actually, now I’m wondering about adding negative modifiers based on how quickly you shoot up between weight classes…
I think I’ve already mentioned it, but most of the events ended up being way oversimplified from what I really wanted to do; at best, some of the higher weight levels cause more likely calorie consumption from events, and fitness/mood/etc. very rarely factor into them (the classroom scene, one of the first I got around to writing, at least does have a character remark that they’re feeling low-energy if their fitness is low and they roll the ‘trouble understanding’ event, but it’s flavor text without much impact). I certainly would have liked to do more ‘not quite what you asked’ events, and I even had an outline for a jealousy system - if you spend too many consecutive weekends focusing on one character, the other’d be mad and focus on becoming ‘more like’ the favorite in terms of size/fitness, academics, etc., but that was WAY too much for the time limit.
I’ll fix up the pathing/completion for that miniboss and double check the month 5 intro and pre-boss stuff, thanks for the heads up.
Really glad you enjoyed it, and again, thanks SO MUCH for sticking through the mess I’d made of it. You are the MVP. I do think there were a couple things that might not’ve properly triggered - you’re supposed to be able to do two weekend events a week during that month as a sort of final-rush-to-max-weight before the game ends, including a second dungeon run unlocking for the second timeslot of the weekend, but I don’t think it was working in the previous build. I don’t really think it’s too necessary anyways.
Yup, I done goofed on both of those. Copy/pasted some of the equip unlock stuff but forgot to change some flags, a common theme by now. I set up the shop before I had a plugin to simplify that, which means I manually added each item one-by-one from an overly-cumbersome menu, so I’m surprised that that’s the only magichip that fell through the cracks (unless I forgot to make a level one chip available somewhere… I should check that again), and of course it’s one that I didn’t put in a chest somewhere.
Thanks for the report, both fixed.
Thanks for the feedback!
Scheduled/weekend events were hit hard by the time crunch, unfortunately; RNG was the quickest and easiest way to add some variety. You do at least get some benefits from a ‘failed’ exercise event roll, though, it’s just not as strong as the other outcomes. Still, these are up there with the bond events for the first things to be overhauled if/when I do new work on the game.
The midnight snack thing is a bit of a tongue-in-cheek gag I added for ‘unexpected outcomes’ points - the choice notes for it even try to warn you away from it, although a lot of those notes aren’t all that serious anyways. The actual gains from it aren’t anything to get too excited over even if you do succeed.
It’s the latter - one weight point for each point of mana left when leaving the dungeon, minus 3 points for each enemy unit on the map you defeat (not each individual enemy in battle) up to the first 100 encounters.
How many weight points are needed to gain one pound? It’s technical info that may be useful but i did not figure it out yet on my own, because now i’m trying to understand why sometimes girls gained only about 10-20 pounds after clearing rift, while sometimes it was like 40-50
Sorry I thought it was from 1-6. No she’s currently weight 0 at 175lbs and went straight from looking like weight 2 to weight 0 after a rift. I apologize for the misunderstanding.
So the game doesn’t actually measure in “pounds” - the weight shown just a measure of the distance between what I imagine a character’s starting weight was and what the final stage’s weight appears to be, rounded to the closest 5 pounds. Mari, being taller and built differently, requires less ‘points per pound’ because the weight point thresholds are the same but her overall weight will be higher - 200 points on her is around 14.5 pounds vs 12 pounds on Erika - in other words, 13.8 or 16.67 points per displayed pound, respectively. This also isn’t directly linear - the weight stages occur at 200, 800, 1500, 2400, and 4000 points, but the weight point value isn’t shown directly to the player in-game.
Obviously clearing more monsters also makes a difference - not a huge one, but if you just clear enough enemies to max out mana and leave you’ll get a bit more fat out of it than if you’re grinding the entire map and clearing the boss.
No problem. You’re actually the second person to report the same occurrence, but I haven’t been able to trigger it on my end yet. I’ll do some more actual playtesting outside of dev mode and see what comes up.
I’m a little confused right now, won’t i gain LESS Fat if i clean whole map and boss, than i would get by just maxing my mana and then leaving? Because you said yourself that every enemy unit you killed makes you get 3 less weight points (to the cap of 100 encounters)
Yes, that’s what I was trying to say above. Sorry if the wording is unclear.
Not your fault, i guess i just did not understand it first.
Thank you for all answers, now that i know how to “cheese” through weight gain system, i can start from the beginning.
Could you please tell me if game requires you to gain weight in order to beat it? Or if i somehow manage to make girls stay slim through game, i can still finish it?
You should be able to clear it just fine! Higher weight stages will increase your mana cap permanently, as well as equipment slots for magichips, so you’ll be at a slight disadvantage if they never get fat. You’ll get a defense boost at higher weights, too, but there are significant drawbacks to speed and hit rate, so enemies are likely to get more hits in on you if you’re fat anyways.
Worst case, you’ll have to grind levels a bit. There’s only one ending, which isn’t really affected at all by weight level.
Oh i know how higher levels of weight work, on one save i already reached 4th dungeon and had both girls on last weight stage, but the penalty for accuracy is so ridiculous that i was thinking to start from the beginning, while trying to not get my girls fast.
I’m not sure if someone else besides me mentioned it already, but last weight stage makes girl miss their attacks very often, i’d say it’s even about 33-50% to miss.
But perhaps i was playing game wrong, Erika had 25th lvl and Mari had 24th lvl, i was only spamming normal attacks and special moves that were stronger version of attacks.
I guess i forgot about “magical” part in title of game
It’s a matter of speed. It’s best to give them high level wind chips if you want them to stay big. Though adding Agility buffing equipment does sound like a good comprimise. Overall, it’s a system of trade offs. Maybe fitness should have a greater effect on agility. Or is their fitness in your game low?
My fitness stays usually on 50-60 for Erika and 45-55 for Mari, but i don’t really think it does have any effect on agility.
As for chips - can i even equip two same ones? Not like it matters for Mari, due to her bug with chips.
UPDATE about chips - i just downloaded 1.04 patch and extracted files, but after launching my save Mari still has only one chip slot.
Do i need to play from the beginning to trigger weight up events, or otherwise mari won’t have second and third slot?
Mari should be fixed with the new update, but it’ll require a new save file or not having triggered those weight events for the first time, sorry. I didn’t think to write a workaround for existing saves.
As for equipment, there shouldn’t be a limit on equipping multiple chips of the same type. I considered making it so that you could only purchase one of each chip, but I don’t think I actually implemented it. Obviously there’s the drawback of having a smaller spell arsenal, but frankly people are going to rely more on physical attacks in the first place.
Thanks for the update and especially the patch. And yeah, auto battle is easier and while I like the unlock system, elemental weaknesses and resistance aren’t the most clear. Mana in this game is a precious resource that is hard to spam unless your capacity is ridiculous. Though this game has a decent foundation with a passionate dev so it has potential. As for magic, I don’t think anything beyond levels and chips increases the damage.
Does mana weight gain affect both(?) of the girls even if only 1 of them has the mana? I am trying to keep them at different weights so far and it doesn’t really seem to be working.
It only affects the one with the mana, but if the other gets the kill of the boss then they’ll still get mana too. Also the Reed face bug for the Mira join scene is still there. Closing his eyes in lament as a floating face. Cursed with sorrow until he can return to his body once more.
Well the patch didn’t fix the Mari issue. I’m going to check and see if the 1.04 in it’s entirety does and I’ll start from the beginning again.
Despite what I think is the average number of technical issues for a game in this early stage of development, it’s a lot of fun. The characters look great, and I think each part from managing the weeks and weekends to going on missions all flows surprisingly well. I’m sorry your game jam version didn’t work out as well as you wanted but you are on the right track for sure. Thank you for putting this out there!