Snack Wanderer by Kirobsi, Enkah, Jam

Snack Wanderer by Kirobsi, Enkah, Jam (itch.io)

A game about meeting a chubby shark girl and collecting food so she gains weight.

There’s a decent bit to the game, but we would prefer not to reveal much. That said, it isn’t a one-and-done experience - there’s a good amount to see, and it may take 2 or more playthroughs to understand how certain mechanics work, or even that they exist.

The game contains weight gain, physical fat intimacy & a slight bit of feeding. Many much blushing, too.

15 Likes

I feel that the gameplay was a bit slow, but the BEEG shark lady made it worth it :slight_smile:
Maybe make the main character move a bit faster? That’s my only complaint.

2 Likes

Although the introduction and pacing did seem a bit rushed, the gameplay and the story here more than made up for it. It’s a very cute romance story that kept me hooked through each passage, and the artwork that goes alongside it is equally as cute. The introduction does seem to just exist to throw us into the game’s scenario (I woke up, now I’m here. Game Start!), so a bit more interaction and explanation as to what is happening and how would be nice. A full image of the player would be great too, although with the amount of character art here already I imagine that would have really been pushing the time limit.

As for the gameplay, I liked the mindset of “it’s a feature, not a bug” utilising the edge boosting jump to access the extra fattening foods on the mountain stage. There’s only two minus points here; the beanstalk only growing after interacting with it in the jungle stage is annoying, as you can easily miss it on your first entry causing the second trip to leave you short of food. The hidden platforms in the same stage are also a bit misleading because there isn’t any indication that they would even be there. I only noticed them when the camera stopped moving when I accidentally jumped into the side of one. Can’t say anything about the third stage because I didn’t even need to enter it to get the best ending.

Overall though, this is probably my favourite game from the jam, the blossoming romance between the player character and the shark completely won me over. I would love to see more from these two in the future. Great job!

1 Like

Thank you a lot… c:
A level element in the Cave actually works the same as the Jungle’s stalk, and the reason for both is due to how Jamorphous programmed the former. I wanted to make them work as you suggest, but by the time I realized that, we were only a few days out from the deadline. I had a lot of writing left to do and didn’t want to potentially introduce bugs by doing the semi-substantial code changes that it would require. I could have made it work that way in the Jungle basically risk-free, but maybe I didn’t realize that at the time? o,o

In any case, since we’re well past the jam itself, I figured I’d make that change now. So… v1.0.7 is up and it makes those behave much nicer.

Fair point about the intro/premise - I left Kiwi’s presence unexplained because 1. I didn’t wanna think up a reason, 2. it seemed sort of apt anyway.

In the last day before release, I started getting a little worried about people not seeing what the game had to offer, so I lowballed the total calorie threshold for the ‘good ending’ & made special ingredients 1500 calories instead of 1000. It could probably be balanced far better, but… yeah, didn’t want people playing it, getting an underwhelming size for Siblif, probably so much so that the text makes 0 sense (that’s already a slight bit of an issue at times!), and not getting the end screen. We really didn’t get much external testing, so I just had to intuit this stuff ^w^;

Also yeah, Enkah didn’t have time to do more art, really. I guess if you particularly want to see Kiwi in full, I have a lovely ref sheet from limeadenectar that you can see on my bluesky! I was averse to asking for art featuring doe, though, because I never spoke to Enkah before this and Kiwi is just my fursona, so I was worried about it seeming like I just wanted free art of myself. It was a little silly, but, ye. It ultimately worked out fine, and he was glad to draw the ending piece!

Uhh, mucho texto-- point is, thank you! I’m glad it’s your favourite, or at least a very strong contender for that placement ^w^; and the team quite appreciates your comment! (By the way, I’m interested to know which ‘tier 2’ pose you got! Presumably boob, but maybe belly? Variations of several dialogue scenes are picked depending on the pose, so hopefully it’s easy enough to remember & deduce!)

1 Like

That’s the downside to waiting several days before writing reviews, I forget some of the smaller details. Oh no, an excuse to replay this amazing game, how terrible.

I got the boob pose this time around, and all of the writing looked familiar so I’m fairly certain that’s what I got the first time too. Something I completely overlooked originally is the music, each theme is so good! Really chill stuff, and having custom music in a jam game isn’t all that common. That’s definitely solidified this as my favourite.

I also checked out the cave level, and yeah that crumbling wall would definitely have tripped me up in the same way so thanks for making those changes. Although I just downloaded the update to test them (this time I got the belly pose, great writing both times), and they don’t seem to work exactly right. I mistakenly got too close the the wall in the cave and interacted with it, so I just went to the jungle the next two days to test that instead. The jungle works fine, but when I went back to the cave afterwards the wall was still there, so I still ended up short on food. If the logic is the same on both of them I imagine this would also happen in the jungle if you swapped the stage order around. I don’t know how you’ve coded it, but just checking that the player has previously entered that stage during the 5 days should fix this.

1 Like

Oh, weird. The way I programmed it has an extra check to see if you picked up any food, since if you don’t, the game needs to treat you like you’ve made no progress in its event scripting. This prevents cheesing levels by entering the cave or jungle, then immediately exiting, and entering again so the obstacle is gone.

I’ll have a look. I’m going to bed soon but it should be fixed tomorrow! For now, by coincidence, I uploaded the soundtrack onto the Itch page if you’d like to download it c:

edit: oh actually, it’s because when Jam programmed the obstacles, she used == 1 instead of >= 1. When that text triggers, the other_strings.csv sends a ‘command’ to update the area’s state integer, which ends up putting it at 2, thereby failing the check. That also means it softlocks the level for the entire session lol

edit 2: v1.0.7.1 is up >w>

1 Like