Personally I find it kind of pushes me away from the game, reminds me more of stuffing than gaining. I know this is decently common in RPGmaker games but I prefer more incremental weight stages due to choices that carry over between fights. I think I would enjoy if this involved an increase to the healthbar, as your “capacity” increases with weight.
in general I would say I don’t like tying hp with weight because it puts some strange incentives into the game
if at max hp you are at max fat then it rewards a really boring play style where you don’t want to take any damage ever. usually leading to playing super safe and slow
if it also works the same for enemies then you are “punished” for hurting them
if it is the opposite then you are rewarded for being hit. if the game is something like an FPS then it matters less because you can’t really see yourself anyways.
at least hitting enemies to make them fatter aligns with what the game and player wants without any issues
I think it depends on how the game implements it. I don’t think it works if it’s just a basic heatlh system where it increases with weight. Something like what “The Drop” did with its “Health” would be preferable to me.
That game had three different “health” bars called Body, Mind, and Soul. If any of these bars got depleted completely, you die. These three bars were used, referenced, and embodied throughout the game in its items, creatures, and races. For instance, you could use bandages would recover your “body” while you could drink tea to recover your “mind”. You, and enemies, have to spend points from your bars to use any skills and each creature/race have strengths/weakness/ to their bars. Like how skeletons are weak to mind skills and easily charmed due to being lost without their former masters.
There was more to the game’s systems, like the environmental interactions, but I think I made my point.
I like hp increase scaling with weight