I’m excited to share my first public release, Plumpocalypse, a Twine-based body-horror/expansion game that blends interactive storytelling with an enormous gallery of unique AI-generated imagery.
Every playthrough offers something different—the sheer volume of images means you’re unlikely to see many duplicates. The focus is on surreal scenarios, swelling transformations, and choices that push your limits as you explore a shifting, unpredictable world.
This is still an early build, and your feedback is incredibly valuable. I’d love to hear what works, what could be improved, and what directions you’d like to see future updates take. Encouragement and ideas help keep me motivated not just for Plumpocalypse, but for the next projects I’m already dreaming up.
I do like blueberries that are more fat then round and this is a step in the right direction. I feel like in higher infection levels should reflect on the player character and have her be bigger while in base camp. Also I found being forced to use the pump repetitive and tedious. Maybe if the pump lowered the infection level more each time it could be better or if it was optional. Also suggestion perhaps exploring enough could lead you outside in the city where you’re free to grow more without getting stuck/immobile but still somehow able to move.
Is the pump supposed to keep spawning to keep you from getting bigger? I get after every infection event taking me over 100 or something and I’m forced to use it until I get below 85, Kind of annoying.
I was not able to recreate your issue. I believe you of course. Just not sure why it’s doing that. I attached the picture here. I think it’s the lamest image of them all lol. you did not miss much. Thankyou, i was going for fat berries.
Yes, everytime you are north of 100 infection it will force the character to pump. But thank you for the feedback. I was struggling on where to place the effectiveness of the pump. I am sure it will change in future updates.
Could you elaborate? I do have a system in place where the image displayed for the character is based on their infection level. You looking for higher infection levels? And good feedback on the effectiveness of the pump. I sort of like the “helplessness” feeling the inefficiency of the pump gives. But if it’s too tedious it’s missing the mark.
I mean like bigger sized images for infections levels above 80. Instead of the third or fourth one being used for infection level above 100 and above 200. Like to the point you’re a big ball of fat rolling around or to showcase your immobility before pumping.
Its all AI. Like, yeah, AI is allowed here, but advertising your game has a ton of images from AI is like saying you have a lot of dirt in your front yard. Of course you do, it takes no effort.
Loving the direction so far — especially the blueberry design! Personally, I prefer the ones that look more plump than perfectly round, so that’s a nice touch.
One suggestion: it would be great if higher infection levels visibly affected the player character at base camp — maybe she could appear larger or more mutated over time. It would add a cool layer of immersion and progression.
Also, the pump mechanic feels a bit repetitive. Maybe if each use reduced infection more significantly, or if it became optional after certain upgrades, it would feel less tedious and more strategic.
Lastly, I’d love to see exploration lead to new zones — like venturing into the city. Imagine being able to grow even more without becoming completely immobile, maybe with some kind of movement trade-off or mutation-based mobility. Could open up a whole new gameplay loop.
All good points! Thank you. I still have plans for the high-rise apartment environment. Eventually, I will run out of those ideas and then I think lead the game to the outside world into other locations.
I’m not usually one to negatively critique a game’s art or style, even if it’s AI, but I’m struggling with how different the images and characters are from scene to scene. The MC in one weight stage looks wildly different from another, and the same goes for the rest of the world around.
Again I think AI isn’t the issue here, and there’s a place for it at times. (Big Aspirations is an example that comes to mind.) I think there’s just a lack of consistency that’s really immersion-breaking.
Not an expert in AI image generation (I really don’t mess with it myself) but it could be worth finding tips on how to solve that issue.