The Wizardry College v0.7 - A management game (07/26/25 update)

hahaha, true. by open source, I meant that I plan to put it on code bases such as gitgud so that the community can also help develop the game

A great idea, while I still have to learn Twine, this would allow those more experienced to have an input regarding the main issue of difficulty

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That is true. I have to admit I don’t play the game “fairly” - I use www.saveeditonline.com to either change mechanics or edit my saves to give me more money and opinion. I do that a lot for WG games since the difficulty of the game isn’t really what draws me to these games.

That’s one way to do it, but what I mean gamer, is that you can import pretty much any html twine game into the twine editor and take a peek under the hood. It’s actually a pretty nice way to understand different mechanics and see what other people thought to do for their games to get ideas. Even still, since they are all html games, if you are on chrome, you can hit f12 and edit it in real time with it already compiled in the browser. It’s not easy that way but I have done it before realizing how twine’s editor works. This game is really cool, because I took a peek under the covers and saw the giant lists of descriptors for all the different possibilities thrown all into one passage. I was amazed at how condensed the game was and thought it was really cool.

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I tackle the loss rate of money first, as well as start off with extra to buy a little time for inbetween moves. I usually will try to prevent as much loss as possible before tackling other problems, since I don’t want to slide down to 0. Also wondering, is bankruptcy the most common way to lose?

probably yes, since at most u loose 2 rep for overweight girls and can get +4 by praying.
unless u are really low and also have low IQ thus lossing a dragon / duel.
so u can almost always win +2 rep even if the priestess hates u.
even more if you pay to promote a certain fetish it’s +10.
so at the end money is the bottle neck to lossing

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True. I also use this a lot hahaha

Thanks for the compliment. I did try to condense the code as much as possible.

Yes. In fact, it is the only way to lose. Because you can keep praying at a price of 500, which prevents an opinion gameover, whereas the reverse cannot be done

I’m struggling to bribe the priestess, I’m throwing an obscene amount of money at her per month but she just won’t bite :(((

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Hmmm, you mean that the opinion of the priestess does not improve? Perhaps this part is a little counterintuitive and should be changed in the future version. Currently, bribing the priestess only decreases the speed at which her opinion drops. So, the best choice is to bribe only one or two times and then pray to god

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ahhh, gotcha, that makes sense. I was wondering what the hell it did, I was expecting it to cause opinion to improve and it never did. Makes sense, but yeah probably could be better flagged.

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So, messed around with runs and Completely Holistic and Not at all Altered Runs. Generally, the new content is pretty decent, but combat is skewed. Fatigue gain hugely cripples higher BMI students, easily outweighing the HP gain from weight by a pretty steep margin. It seemed like students who had just hit Obese BMI rating spent about 2 turns attacking for every 5-7 turns recovering. On modified saves, students with 100+ BMI would spend about 10 turns recovering for every two they attacked. Considering IQ tends to become inverse of weight gain, you aren’r exactly macking those 2 attacks impactful either. This has a double impact of higher weight feeling just straight up punished, which I highly doubt was the intent, considering you are rewarded with more Hp. The other side is a lot of turns doing nothing, and a lot of dead time where your students and even occasionally enenies do absolutely nothing. It becomes boring and drawn out.

My suggestion would be something of a ‘speed rating’ system, tied to weight. You could have a rating from 1 to 10. Middle rating, 5, is equivelent to a student weighing 45 kilograms. For maybe every 2 kilograms under 45, a student gains a speed rating value. For every every few kilograms over, they lose a speed rating. For students rate 8 to 10, they can make two attacks in a turn. For students 4 to 7, they’re considered average, and can make a single attack a turn. For students from 1 to 3, you have a percentage changce to lose your turn. Set at a 50%, this still has you going every other turn with ‘perfect’ odds, and can have fast students/enemies around 3-4 times for every singular attack a slow student makes. This achieves a pace that still gives high bulk a down side, but doesnt fill a fight with dead turns where neither side could attack for that turn.

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Thanks for the detailed comments. I agree that there is a lot of room for improvement in the combat system. However, penalizing higher weight at combat is actually the design.

So, this is indeed the design principle here: despite the apparent increase in health, an obese wizard will never defeat a thin wizard, conditioning on equal intelligence. This pushes the players towards a few interesting tradeoffs (recall that this is a management game – the combat system is implemented in a way to force the players into economic dilemmas): (1) stay thin; (2) gain weight and maintain intelligence (or even increase it), which is difficult but it is supposed to be difficult since you want both winning and gain weight; (3) gain weight and decrease intelligence; it is not really a problem since the game is designed to be playable (and with only minor economic losses) even if you lose all the battles (with a caveat); (4) the caveat: the only battles you may not want to lose are the fights with the Chief Priestess (if you really encounter them), but this is designed to be winnable because you can also make the Chief Priestess fat – if she is fatter, you will win the fight with a high chance

I do plan to make the “breathing time” a little shorter in future versions (and the fight will have more variety in the sense that they can actually cast different magics on each other).

That being said, I am not sure if this is too much of a problem. Essentially, each round (a mouse click) is 8 or 12 mini-rounds, and the fighting process is completely skippable. You don’t have to wait until the texts are displayed – the result is the same even if you just click the “Fight” button without waiting. If you have a very high weight, the breathing time could be a problem, but the game is designed in a way that it should be extremely difficult to get above 100kg. More likely, one gets to roughly 90kg by the end game, which I do not feel is too problematic

You may want to check on the Head Priestess fattening up then. On one of my modified saves, I had 1400-1600 gold per turn for at least 50 turns, and she was still very 220 hp with 40 power, with normal fatigue rate and recovery. I was actually going to offer that as a suggestion in my earlier reply, but I was already rambling and didn’t want to be too ‘You should do everything I say.’ Assuming that the bribes are the influence that fattens the Head at the end of a run.

Huh - if you let the students’ IQ get too low they can end up with negative strength values in combat causing them to deal negative damage which heals the enemy.
I’m not sure if that’s a bug or a feature, given the context.

Hmmm, bribing should do it. I guess you are referring to a “Priestess”, who is different from the “Chief Priestess.” A priestess has a fixed weight and 40 strength. The Chief Priestess always have 50 strength and a variable weight, depending on bribery.

Losing to a random Priestess in the random events is fine and has no consequence ( in fact, it tells you how much you need to do in order to win the boss fight, which is a 5 vs 3 situation. Supposing that you have corrupted the Chief Priestess enough times, it is essentially a 5 vs 2 fight, which should not be hard ). Also, by design, no single student should be able to defeat a priestess, so the random event is designed as a loss-only event (though you can still win if lucky)

Hahaha, this is true – I knew it would happen and have not yet had an idea about how to deal with a very low IQ wizard – so I just left it be for now, because it is a bug that functions like a feature

You already tried to put an hard cap on the stats of 1 or 0?

at low IQ students duelling ability ends up:
“like how did this magic thingy worked again ?”