Good to know. I’ve no idea what was up with your previous download, maybe some of the python interpreter was missing?
Welcome to the forums! And thank you for your kind words. Visuals are planned at some point, but that’s going to be a ways down the line. Sorry for taking a while to get back to you, things have been busy. But …
More events are always going to be added, with some already done, and many more planned. The dev branch is already 70% bigger in terms of word count than the last release. I’m not planning to change the day flow when the PC is working at Joe’s as it’s really intended as a counterpoint to other things that are coming.
I always want to add more food options, but it’s a relatively low priority compared with other things that need doing.
I did experiment with removing choice menus when the only option is nothing, but it doesn’t really work: the player has to know what they are missing out on by selecting heavier options earlier in the meal - choosing the biggest option isn’t necessarily “optimal”.
There’s more of this coming, but at the end of the day her weight is the primary focus of the game.
There are quite a few random events that do this subtlely, but I didn’t want the player to be at the mercy of the random number generator, most are active player choices that key into the events in the game and romance scores.
I had originally toyed with the idea of a separate fitness stat, but ended up rejecting it for simplicity both in terms of coding and eventual artwork; the burden of doing strong-fat artwork would be overwhelming.
I’ve deliberately not done anything with beauty for similar reasons (art, code), but also because it would impose some idea of what is beautiful. I guess maybe I’ve played too many games that effectively force the idea of a particular beauty standard (such as requiring the PC to bedeck herself with jewelry/piercings/tattoos to progress), but deep in the heart of the game it’s a story about self acceptance, rather than conformity to an external standard.
There is an embryonic skill system in the dev branch though…
Oh, that’s planned.
Again, this is intentional. With Joe, you’ve entered into an accord; work for food and lodgings. Other options will happen eventually.
No colours, because art multiplcation and I don’t want to go down a paper-doll route!
If you ran up a tab then you can’t make frivolous purchases until you clear it. If you didn’t have a tab then you should be able to but a swimsuit at every size apart from when you go beyond what’s available.
Sofia call is in the dev branch. Steve’s workplace is on the to-do list - it’s a huge expansion.
There’s a huge chunk of Steve stuff that isn’t done yet that will address this. I can’t really tune that until it is, and Sofia’s weekend stuff needs a nerf (and another thing I haven’t done yet, two things… oh, and the other one).
I see what you did wrong there! Slow and steady wins the race.
That’s a bug! Ooops.
Actually Alicia can totally force a break-up in the current version! More conflict stuff is planned as mentioned above.
Unfortunately final tuning/adjustment can’t be done until all events are in place. There are already ~250 places where fatLim changes in the dev version, including most of the ones you mentioned. I’m not sure what you meant by “critic result” though.
I think you might enjoy the next version …
I had fun doing the diet stuff, and also there’s two new mechanics that kick in near of the end of the game in the dev version. I didn’t want to force dieting onto players, but rather it’s in there as a fun option that also leads to arguably the “best” outcomes. In the same way gaining isn’t actually forced on the player at any point. The aim is to have a game that the player can enjoy however they want.
That’s working as intended. The diet loss is semi-realistic (and there’s always the option of nothing for lunch, unless…). The gain isn’t, as it would make the whole thing far too tedious (ie playing for many years) to gain that kind of weight the PC can realisticly.