Multibellyonare ver 0.5.2

An incremental game themed around belly expansion.

Upgrade producers, Use synergies to have them work together. Make the belly massive, outgrow the multiverse!

Currently looking for some folks to try out this unfinished project. I haven’t finished all the graphics just yet but this is fully playable gameplay wise.

Mutlibellyonare by Alesheeko - itch.io The password is TestBlimp :slight_smile:

You can check all the changes made on itch page.

Here are some things I plan on adding later on:

  • More icons and animations for buttons and the face cam.
  • Maybe an alternative to popping cause I know not everyone enjoys that.
  • More sound effects and maybe some music?

Please let me know what you think and where I can improve on. Here are some answers I’m looking for:

  • Did you find the synergies meaningful?
  • Was the user interface confusing in any way?
  • Did you encounter any bugs or glitches?
  • How is the balancing?

Thank you!

18 Likes

Well, I got what looked like the ‘Ascend’ option and the game froze and broke by the massive amount of numbers being tossed at the game.

password is not working

Make sure you’ve got the capitals correct, it works for me

BALANCING
Liquid is very overpowered. Food is nearly worthless as a producer because of how slowly it scales. The game moves incredibly quickly for an idle game. The interface for synergies is hard to make sense of. It would be easier to understand if you could click on the icons for the different synergies to read the full description of what it does. Speaking of synergies, they are all just “make one producer worse and one better” the gameplay loop of choosing which synergy to get boils down to choosing one producer at the start and only upgrading that. There also are not enough synergies to fully specialize into one path, so the later upgrades actively make your production worse. I would recommend having certain abilities involve the player doing an action. If you look at other idle/clicker games like cookie clicker you can see little minigames and active abilities tied to certain upgrades. This adds depth to the game, you can chain together certain passive and active abilities to produce really fast (I’m looking at you wizard tower/farm golden cookie chaining). You don’t have to implement things like that if you don’t want too, but changing the synergy system to be more interactive and dynamic would improve the game.

BUGS/GLITCHES

If you grow too fast then you get locked at a certain stage (usually before the universe stage). There reaches a point where the amount of mass for a D balloon is impossible to reach (somewhere in the AWs).

I’m sorry that this is coming off super negative I just really want to see this game improve.

Overall, the game is fun, it has compelling ideas, but the balancing is poor and the synergies are underwhelming and one dimensional.

5 Likes

Wow, it just kept going… was not expecting that level of scale, I feel like the earlier parts of the game could move a bit slower (but not too slow, that can get annoying).

It’d be nice to see some breast/ass growth. It’d also be fun to be able to click the belly/body parts and have them ‘jiggle’.

I feel like overall my choices didn’t matter as to reach the astronomical scale I had to basically max out everything anyway to get the upgrade options to appear.

3 Likes

Thank you very much. This is the type of response I am looking for.

Your idea for players doing an action is a very good one, do you think I should still have some kind of penalties for the synergies or ditch the penalties altogether?

Thank you, I will see if I can slow down the beginning of the game.

If enough people as for it, I think I could add other parts that grow hehe. Next I plan on making the belly interactable too then tackling other things.

How do you think I could make choices more meaningful near the late game?

1 Like

I think some having penalties and others not having penalties would be good. It could be fun to make hybrid builds where you use multiple different producers. The game already has this a little bit with some of the synergies making the upgrades on one producer stack on another, but I think it could go further than it currently does.

Also I did notice that some of the names for the synergies don’t match with what type they are. They also are very small scale for how late in the game you get some of them. An upgrade called donut being unlocked at galactic scale is a little silly.

This doesn’t match. I just started up the game again and got my first upgrade at continental scale. Getting to this size with the upgrades being called things like “mini fridge” and “water cooler” downplays the size a bit.

Another example:

Also I don’t know what causes it but at one point liquid just starts exponentially scaling with itself. I went directly from galaxy to this because it decided to go crazy out of nowhere.

ok i did some testing and I think its the liquid crits scaling with themselves.

First, Oh my goodness! I thought the liquid scaling thing was fixed just before I released this, You say it might be with the critical? Could you tell me any synergies you had when this happened?

Synergies are probably the most complex part of making this game but I shall continue to make them better, names and all. I will think about how I can make them more interactive and intertwined.

Thanks

1 Like

I did not get any of the synergies for liquids, I only got the regular upgrades. Its one of those that is doing something wrong.

Also no problem, I’ve been waiting for a game like this to come out for quite a while so I’m really invested in this doing well.

1 Like

I encountered the water thing, but only after I’d bought some of the D-Bloon upgrades so it could be something in there.

My thoughts are mostly U.I related

    • Changing the character’s face window when you are either bursting or ascending them, so as you pop them they go through 4 - 5 expressions of increasing “pressure” as they get closer to bursting, and the same idea but with a divine light, and glowing eyes as they ascend to divinity.
    • I have no clue how much work it would be but I would love to see different types of growth, rather than just becoming a galactic sized ball, could have an option for weight gain / fat instead.
    • The character’s face getting larger or sinking into their inflation as they level up would be another good touch.
    • Maybe rebalancing the costs on liquid? I regularly get Liquid up to a much higher level earlier than Air or Food and it gives a much more impressive return than the other inflation methods for a much lower cost.
2 Likes

Thank you so much for your input!

Look like liquid needs some rebalancing, that will be my top priority for the next update. The D-bloon info is really helpful too. Do you happen to remember what prestige upgrades you had?

You had some good ideas for the facial animations, I definitely plan on adding more so I think I’ll use some of those ideas if you don’t mind. As for the growth types, I see there is some interest in a variety, I’ll consider it if there is more demand.

1 Like

The balancing is a lot better (liquid isn’t horribly broken lol) but food is still really bad. Even if I try to fully maximize food as a producer it is still much worse than anything else.

Edit: this comment was much longer but lots of the things I said were wrong after testing so its fine actually. Food still needs a buff.

Edit 2: the straw upgrade is what’s giving large amounts of recharge to the liquid making it super slow.

1 Like

Upgrading gulps lowers your liquid’s production to absurd degrees. The one synergy that gives you gulps without increasing recharge time accordingly with air level (Beach ball btw) gives you way more than enough gulps whilst keeping you at 1 second recharge. The glass straw actively NUKES your production by giving you nonconsensual gulp upgrades that contribute to the recharge time.

1 Like

Hmm, it was interesting, but my only ‘complaint’ not really one entirely because this is your game, but with food as an option, I think if you had an option for digest, it resets food except prep tine, so you have to start it again, but it makes her face in the window chub up.

1 Like

Thanks for the feedback. Could you elaborate on what exactly I should fix with food? Is it lack of power? Does it have anything to with speed. Does it need more opportunities to upgrade critical chance and power?

The scaling of food is just too slow. By the time you get enough mass to upgrade the food, you could put enough into air or liquid to outpace the speed at which food is producing, even if you take all the food synergies. The upgrades for food either need to do more or be cheaper.

edit: part of the reason is that some of the synergies for food, meant to specifically buff food, make food worse. cheaper upgrades but you get less from them is bad. The amount you lose from having a large amount of gulps and the food weakening just makes this upgrade make your production worse.

1 Like

Okay. I’m planning on doing some major changes to the whole synergy system anyway but in the mean time I’ll tweak food some more. Thanks for the input.

Do you think if I buff food significantly, that adding a few seconds to the time every 5 levels would be a good way to balance things out?

Doing this would make the speed upgrades not actually make it faster, but instead make it go back to its regular production time. The way speed upgrades scale for food makes it super expensive, so in the mid/late game it could become very expensive to make food produce slightly more. It especially would not help given that food increases its level every 3 or so upgrades.

1 Like