The Veil Commission: An SCP, Control, Resident Evil, and Silent Hill inspired Weight Gain Game

I think I might have figured out what’s up. I think none of the text documents got added after the export because they have a markdown extension, so even the offices might crash sometimes. Going to try and re-export things.

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Okay, I think I fixed the problem with the lab loading. It should now be possible to run the full game loop of fill/fight, gain exp, increase stamina/fill/health.

Desks should now actually show you the office memos and altered item descriptions if there are any.

Still lots of work to do. The updates are at the existing link above. Same password.

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fraid it takes me to a region locked content so i cant access the game this way : (

Damn safety act bs

Use a vpn good old uk rules

Soft-locked myself not being able to fit through doors :distorted_face::laughing: Also heads up, notes in lamp offices are still not displaying any text when interacted with.

Ah darn. Thanks for the heads up.

The amnestic should bring you back to the docks, but I realize there’s an extra room with a purgation ritual that’s not connected. Let me look at the office notes first because there’s a lot of effort that went into that world building. :expressionless:

I just realized the office isn’t resetting after using the amnestic, too. The office should rearrange itself every visit.

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No problem, chief. Hate to keep throwing things your way, but I also know that’s part of the help in releasing it early. Also noticing it’s pretty common to have a bench spawn in front of the door into a ritual spot. It’s kind of funny, actually, so I think the real fix may just be making the benches destructible as opposed to ensuring it never spawns that way.

I’ve also got a few questions mechanics-wise, granted I understand some of these may not yet be present in the game.

  1. What triggers a change in Office layout? I had it happen several times last night, but today I haven’t had it happen at all, and I’ve cleared my current layout.

  2. Keys? I found some last night, but I have yet to figure out where they go. I couldn’t seem to use them on Maintenance or the Exit door.

  3. Altered items? I haven’t seen a way yet to alter anything, and the only items I’ve found are keys, crowbars, and flashlights.

What the dog doin?

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how does one fight the vacuum

You can find a crowbar in some of the offices, though if you can stay out of its way you’re better off.

  1. The office should change layout every time you leave. I’m not sure what I did to break that but I think I’ve got it fixed for the next release.
  2. Keys will open locked doors in the office, though there aren’t any locked doors in the office right now. There used to be.
  3. Altered Items and Anomalous Events are the things that your organization studies. You can think of these like SCPs. They would have been documented, along with various notes and some artifacts, but I’m figuring out why the texts aren’t getting packaged into the game.

Updated the page. Now the altered items and office memos should really render. I also fixed the issue where sometimes the benches would appear in front of doors. Lastly, I fixed the problem where the office wouldn’t rearrange itself between visits.

I probably won’t have a chance to work on things more before next weekend.

To do, in order of importance:

  • Stamina drink that lets you run for longer.
  • Add the storage room with a purgation ritual to the end of the docks so if you get too big to go through doors you can un-softlock yourself.
  • Update the codex menu as you find new memos and altered item descriptions.
  • Need more variety of enemies in the offices.
  • More things in the labs.
  • Intro sequence.
  • Vacuum enemy needs sound effects for moving and inflating the player. The player needs a grappled animation.

  • I need to actually integrate the discoverable videos.
  • I need to find and contract with some actors and actresses for more of the video sequences or some still shots.
  • Option to toggle sprint instead of holding.
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Not sure if It’s been brought up, but, is there any way to make running toggleable instead of holding shift?

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so, after playing for a few hours I’ve come to a critical criticism that prevents me from making any comment on the actual content…

the vast empty sprawl

without some kind of map device to see where I am, where I’ve been, and where I can go the constant large rooms with 50 pillars of empty space where nothing is followed by 3 random vaccums and slimes in a small area really denounce exploration and make me more concerned with finding the exit as quickly as possible then check the immediate area before leaving and refreshing the local area around the enter/exit point…

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Well i’ve actually managed to get my character soo fat to the point she cant pass through doors, not even the door at the start of the offices, is there any way to loose the fat without having to pass through smaller doors and that is accessible from the docks?

Not currently, no. Dev is planning that as first priority for the next fixes, see above.

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Oh well… thanks anyways

That’s a good idea. I’ll add it to the to-do list.

UPDATE: That was pretty easy to add. Should be in the next release.

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Been playing this for a little bit- I see the potential but it’s very rough as it is currently. Right now, there’s a few glaring problems I wanna address.

Thoughts on the game as it is
  1. Movement is very slow, and since maps seem very big that creates long stretches of absolutely nothing interesting happening, which is boring. I understand that when you weigh a ton you’re probably not gonna be breaking any land speed records, but even at slim sizes you’re GLACIALLY slow unless you’re sprinting, which still feels too slow in my opinion.
    On a related note, it seems like optimal movement tech (registered trademark) is to sprint everywhere, stand still so that your stamina regens faster, then resume sprinting because the basic waddle is THAT slow. Player speed needs to increase a lot at base size, and from there I think movement penalties (like a complete loss of the sprint function at high fat, as well as gradual slowing) should apply at certain percentages of your fullness bar as opposed to certain flat sizes, so pumping points into your fill capacity (something i’m going to bet everyone wants to prioritize, we’re not playing this game to stay skinny) has more purpose once you blow past the sizes where you can no longer fit through doors.
  2. Got softlocked, same as someone above, that needs fixing urgently because it’s very easy to do by accident.
  3. Not sure if this is already the case, seeing as I haven’t put points into stamina (i was planning to but then i got softlocked) but stamina regen should also be a percentage of your bar as opposed to flat rates of recovery, so that stamina is more tempting and can alleviate some of the pains of movement.
  4. Map generation is obviously random so I know there’s only so much to be done, and I’m sure a lot of the emptiness is due to the current lack of content in the game, but the maps feel almost completely empty. Long corridors with few junctions feel very common, which makes navigation boring and less confusing than the backrooms-y style nature of the more open areas implies it should feel. Additionally, doors always spawn closed- this means entities behind them are trapped until you find and free them- giving doors a chance to spawn pre opened will make entities more threatening as they’re less likely to spawn in cupboard prison (you could also fix this by allowing entities to open doors, though that feels like it should be an ability given out on a case by case basis and none of the existing entities present a strong case they should have it) AND also make navigation a slight bit more confusing because open doors are no longer a reliable sign you’ve already been this way.
  5. Being big in the offices is a quick way to make the game unplayable. Losing your sprint leaves you stuck moving about as fast as a tectonic plate, and losing the ability to fit through doors locks you out of approximately all of the game’s content. I know being encumbered by your body is a big part of the fun, but the fun very quickly stops when you’re stuck in corridor limbo and it takes an hour to move ten feet at like a quarter of your capacity.
  6. I’m sure the UI is placeholder, but the bars having no solid border makes it difficult to tell exactly how far you can push your stamina, which is obviously frustrating in combination with the movement woes. Giving the bars a solid border (and labelling them) might help with readability.
Thoughts on what might come next
  1. Aggressive enemies. It’s a no brainer obviously, but right now all the entities are more akin to resource goodybags than threats- nothing that interacts with the health system is in the game yet obviously, so straightforward threats to life and limb aren’t an issue just yet, but there’s also nothing that really makes the fill bar feel threatening, outside of vaccuums on your first run or two. An enemy that will stalk you, stuff you or puff you, and then retreat could be a consistent threat that requires you to actually manage your size, though the “size into exp” thing means even that might be more beneficial than threatening since as mentioned earlier entities are more of a resource than a threat right now. That idea may need reworking, scrapping, or working around (such as through forms of growth that don’t provide exp or threats that can corrupt your growth and prevent it providing exp) if you want fetishy threats. In general though, maps urgently need things to happen in them, and a persistent threat would vastly increase the amount of stuff happening.
  2. I’m sure these are planned, but persistent conditions and things that inflict/cure them. Right now, you can spend as much time in the offices as you want and your dwindling movement (until you’re too big to fit anywhere) doesn’t cost you anything but time. If time itself becomes a threat (through a persistent growth condition, or more mundanely something like bleeding or toxins) that’ll require actual decision making- use (probably) rare curatives, or make a mad dash to a magic circle or the exit?
  3. Similar to the above, I’m sure these are in the works, but anomalous items. I’m thinking about how SCP Containment Breach has a bunch of containment chambers full of entities that kill you and don’t do a lot else, or do anything if you just don’t go into the chamber and interact with the thing that kills you- they just exist for the reference, basically. Here they can act as a fetishy payoff to exploration (providing a different kind of fanservice). In addition, managing voluntarily taking on extra mass or a condition of some kind to get EXP you can cash in once (or rather, IF) you can reach a magic circle or the exit would add some decision making to exploration.

Sorry if that’s a lot, or if my suggestions don’t line up with your vision for the game. I do think there’s a lot of potential in this premise, so hopefully you’ll be able to execute it well with time.

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Appreciate the detailed response. A few of these are on the list above already or got addressed in some notes.

  1. Agreed, more or less. The speed felt right when it was still closer to a Silent Hill game, but now that the corridors are long the speed is becoming problematic. The short-term solution is just a stamina potion (soda) that gives unlimited stamina for one run. I hope that perhaps I might not have to mess with the walking speed at all because the density of rooms and content will make it unnecessary, but maybe. I’m not sure how to handle it being unplayably slow when the player is really gigantic.
  2. I’m aware. I actually made a post about it in December. I have a bit of a workaround in place for the next release. It will spawn
  3. I’ll consider it again. I had it that way for a while but it was pretty easy to cheese it by quick tapping run and standing still. Maybe a cooldown or something coupled with exponential recovery.
  4. Yeah. Agreed, sadly. I hope that having more things will make it more interesting. I had the idea of different tiers of office, the deep office, the library, where you find exits at the farthest north point in the office to get to the next area. Haven’t finished that yet, but if I can get away with just more variety in the office I’ll be happy.
  5. Not sure if you know this, but the amnestic pill will take you back to the docks. You don’t have to be stuck. This, coupled with the purgation ritual that should spawn there if you’re too big (in the next release) will hopefully handle most of that. Though I still don’t know how to handle the slowness of a big character.
  6. That sounds reasonable and is pretty doable. I was hoping to make icons for them, but perhaps just labels will have to suffice for now.

For the other content, yes!

  1. I do indeed want to have a few enemies that cause physical harm. I stripped out one of them because it wasn’t particularly good, but I’d like to add some back in.
  2. I’m not sure how I feel about persistent negative conditions outside of ‘player get big’. It’s worth considering.
  3. There are a few altered items in the game already. There are also a bunch of reports of them, though I’m not sure which you’ve discovered.

Appreciate you taking the time to do all the writing up.

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