Second Helpings

Hi everyone!

Long-time feedist/weight gain enthusiast here. I’ve wanted to create my own weight gain game for years and after a few unfinished attempts, I finally have something in a (hopefully) playable state. Introducing… Second Helpings.

My idea was to create a text-based, replayable weight gain/dating sim that populates a procedurally generated town with procedurally generated girls of varying physical appearance, weight gain pattern, personality, likes/dislikes, job etc.

You can play it for free here: https://taylorapplebrook.itch.io/second-helpings

Features:

  • Procedurally generated women with 16 personality archetypes, distinct appearances, dozens of jobs, and a wide pool of interests.
  • Fatten girls from slim all the way to immobility.
  • A detailed descriptive system helps you picture her changing body, with gain patterns (Apple, Pear, Hourglass, Overall) that determine where she puts on weight.
  • Earn XP from successful feedings to unlock powerful upgrades that’ll make you the doom of every girl’s waistline.
  • Sex scenes that change based on the weight, shape, fullness & personality of the girl.

Tips:

  • Don’t launch straight into feeding a girl you’ve just met. Win her over first or you’ll be rejected.
  • Try to guess what locations & conversation topics she might like based on where you met her and how she comes across.
  • Avoid taking a girl on the same date twice in a row.
  • The game autosaves at the start of each day but you can also create manual saves in the settings (one manual save per town - new overwrites old).
  • If you mess things up with a girl, don’t worry; there’s a late-game upgrade that’ll give you another chance with her.

Please let me know if you encounter any bugs or have any suggestions or feedback!

76 Likes

I’m only about 20 minutes in and loving it so far!!! I enjoy the writing style, and the replayability proof of concept here is super awesome. If i had a Roguelike- WG dating sim available to play I’d love to support its development!

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Love seeing something popping up that I can look through on my phone

Love what you got here! Will be sure to keep an eye on it all :heart:

I do, however, have your first bug report for you!

Pretty late game, I have the upgrade that allows you to give a second helping.

So: feed her once, give the extra and all that (doesn’t really matter), “maybe she has room for more?” and now we’re pushing her limits
On this step there is also a good chance she hesitates
When she is, dropping it (“okay, no problem”) puts you back at first course, instead back at this pushing the limits option.

So now I can choose food again, she eats, I get the chance for a second helping. She hesistates, I drop it, get the chance to choose food again, she eats, second helping … and you can keep doing this

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Extremely impressive. Beyond “playable state,” this could be a finished game at this point and I would not complain at all. I applaud the effort you put in to this!

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Definitely interesting! Seems like almost everything is procedural generated, right down to the town and location names?

I’ll admit I’ve only poked and prodded because I’m the type to see what I can break, but some suggestions I might make:

  • An option to make ‘neutral’ discussion topics grayed-out (similar to the work/phone/upgrade/settings buttons) to help better keep track of what you’ve discussed in the past with one girl or not. I guess it could lead to some structural bloat if you had to track every conversational topic and if they’ve been brought up or not instead of just storing likes and dislikes, though.

  • I don’t know if there’s a cap on the number of people that populate the world at a time, but maybe there should be? I think I managed to cram 13 contacts into the phone before pretty much every encounter was with an existing woman. Granted, I expect sane players might just choose not to interact with new people if their immediate physical or social traits aren’t appealing, but adding every new face could make it difficult to keep everything straight when you’re trying to figure out what you did last with who, what you’ve already talked about, even some of their physical traits.

  • I also don’t know how big the pool of names is, but in that list of 13 contacts I ended up with two Rachels and two Siennas; not sure if that’s down to coincidence or if the pool could stand to be a bit bigger.

  • Very much nitpicking and safe to ignore, but I personally feel like it’d be more interesting if the weight/BMI status of a contact didn’t update until the next time the player met up with them. However, I’m probably in the minority there and I’m sure it’d take a lot of restructuring of the code for something of that sort to work anyways.

7 Likes

I’m impressed on how well set up this is and how content already, nice work :+1:

Echoing the other comments here, what’s already here is absolutely amazing! One request I’d make is to be able to customize girls on first meeting to guarantee you’ll always encounter your dream girl at least once.

1 Like

Nice start cant wait to see how this expands.

P.S. out of curiosity what did you build the game with?

I really like this. It’s simple, elegant, and extremely addicting.

Really need to praise the writing here, because it’s extremely evocative and just descriptive enough without becoming overly wordy like some text-based games I’ve played.

Hope to see this get fleshed out even more!

1 Like

Found a minor exploit. when you get to the perk that lets you offer a second meal after successfully persuading an add-on, if you go to offer a second meal, back off when the persuade window comes up, then offer a second meal again and do try to persuade them, it behaves as if you just gave them their first meal, was able to take a girl from like 160 lbs to 500+ in one day doing this.

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I love it, although I am not sure the randomization is that helpful, I guess the likes and dislikes have to be random for gameplay reasons, but the assortment of names and shapes could be non-random.

Wow! It’s pretty amazing what AI coding can do these days.

With that said, I think working in a bit more hand-written text could really help make it shine as you develop further.

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this isnt ai?
do you not know what procedural generation means?

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It’s pretty obvious the game was written using something like ChatGPT, Gemini (my guess), or Claude.

doesnt look like it to me, what gave you that idea?

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Reading the source code and being familiar with how LLMs tend to write it.

The big thing is there’s a lot in it that would be inexplicably tedious for a human to write, but easy for AI.

said LLMs trained off of code written by actual people but sure
anyways, can you post a specific snippet and prove why its AI?
edit: just realized that you cant even download it? where the hell are you getting the source code from???

3 Likes

It’s really demotivating to have something I spent a massive amount of time creating just be dismissed as made by AI.

It did get tedious to create at times, and I’m sure there are much better ways of coding it than the way I did it, but I did it the way I knew how; using plain HTML, CSS and Javascript.

If you’re talking about it all being in a single file, that was an intentional choice as I wanted it to be a single file game.

25 Likes

eh dont worry, its probably just an AI shill.
trying to tear someone down just to push AI up a bit.

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Personally I had a great time exploring what is there so far. I think there is incredible potential for further development and additional content. If you are ever interested in getting deeper feedback and potential help with development, I’d love a chance to help.

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