The Tower of Gluttony [v1.3] - Text-based WG Roguelike

There’s a chance encounter you can use it for: A room may be offered to you with a Bow Chest and a Sword Chest, each having a high-powered version of that weapon. You can try rolling a 20 to open the chest, OR you can unlock automatically with the Mysterious Key

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There appears to be a missing image for one of the obese goblins, specifically after being ambushed while resting.

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Good catch! Just released a patch.

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@CriticalMongoose Good job! Thank you for the update! <3

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Honestly this was a pretty good update, even if the game is still short. I think there’s not enough enemies though, fighting the same slimes and goblins outside of the boss battles gets kinda repetitive. Some extra endings depending on your weight would be nice too

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Great update. I think this game is genuinely fun to play, though I echo the sentiment that it could be a bit longer. I think being able to change difficulty would be nice too, I’ve ran through this game a couple times because of how short it is and it feels like all you have to do to win is find a really good weapon and a lot of healing items.
I gotta say that I really like the art though, usually not a fan of AI stuff but this is surprisingly well executed.

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Yeah, I finished the game in about two hours (Maybe less than that) by stocking up on food, healing items and getting the best weapons. I was even able to defeat the Queen in the traditional way, I caught her unprepared lmao

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I mentioned it before, but the most recent update has exacerbated it a bit for me. Is there a way to limit the displayed size of the images? In my browser, they push the action menu down to the bottom of the window and make it impossible to perform some actions without zooming out.

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idk how feasible this is, but i feel like getting AI images for the various bad ends would be the ultimate chefs kiss. this is by far the best twine game ive played, so enjoyable…that would really just be the cherry on top

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Very nice update. New images are always good, and I love the added variation in the goblins. I did a run with only mana level ups, and it didn’t feel too difficult. Adrenaline Potions seem pretty cheap for how useful they can be; I relied on them pretty heavily to beat the final boss. Maybe they would be less useful for a non-mana build, but still, having those accuracy boosts on demand can make a big difference, especially when using multi-hit weapons.

I didn’t try out the elemental shards until near the end of the final boss fight, but when I did, I froze her for 5 turns! Did I just get really lucky? Because that seems a bit OP…

Oh, and I did encounter a couple calculation bugs, I think. One time, I was trying to finish off a goblin with a punch, but I missed because the game used the base accuracy of the previous weapon I had used (one of the short swords, I think). And when I got to the final boss, I tried to chug an Adrenaline Potion right off the bat, but it consumed the potion without doing anything. I ended up using the history buttons to veto that (the only time I used them during the run). The Adrenaline Potions worked fine when I tried them again later in the fight, though.

EDIT: Forgot to mention, the arrow seller was also a cute surprise. Her description never mentioned her weight, so I was caught off guard by her picture–in a good way, of course. Still very wholesome, too. It’s just a shame that my play style is to use arrows sparingly; even before she had an image, I always felt bad for how little I actually interacted with her.

That makes me think, though… If the recurring merchants (both the arrow seller and the goblin traders) end up getting their own images, then perhaps their appearances could change in response to how much you buy or sell? It might be a nice little addition, so to speak. :wink:

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liked the 1.1 update but might wait a bit for 1.3 or longer for more content but if their is one issue i have so far is that i have been trying to make the PC immobile before reaching the final boss with not much luck (honestly been eating as many enemies as i can just to fatten her up fasters & belching to speed up lowering her fullness) and the farthest i got was around 600+lbs stage

Does the main character even have an immobility stage, though? I don’t think it was added

Indeed, she doesn’t have one (that would be hot btw) The highest stage it’s The 600 pounds one

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I’ve just uploaded a patch that sets the max height of images to 50% of the screen height and also adds some padding to the bottom of the page. Let me know if that fixes the issue you’re having.

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ended up getting all the way through on my first try, it was a great game! tho, it’d be nice to have a “view self” option with the epilogue since I put on around 80lbs in the last fight alone.
also just had to test out the dev controls to test for a max weight. would be fun if there were additional sizes past the 800-900 lbs mark, but I also get that those would likely never be seen in a normal run through.

10/10, very fun game. would love to see the same concept worked into a 2d rpg style roguelike with rpgmaker

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Hey folks! I have generated a male protagonist image set as a mod for the game. You can find the image set (as well as alternate images) here: 12.51 MB folder on MEGA

I’ve included a README with instructions just in case, but all you need to do is extract the images from player.zip into the images/player folder in the base game. Please let me know what you think! Thanks CriticalMongoose for the game and for your permission in the PMs.

EDIT: Realized I should probably share some preview images. See below:

Summary

180 lbs:

260 lbs:

380 lbs:

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I had a lot of fun playing this and trying to see what endings there were. I’m a fan of the difficulty which feels pretty fair

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Hey I saw this was updated 9 days ago, what changed?

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It was just a small patch to fix a bug where buying arrows would subtract more gold than it should have.

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Very fun adventure. The events were all pretty varied, and the bosses were difficult but achievable. I had put all of my points into mana, which may have made it easier than what other builds might have dealt with, given the amount of enemy spawns there were. 5 stars, may play it a few more times.

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