Winter's Big Round Adventure. A Cartoon Pony Fetish VN. (Demo Out)

Winter's Big Round Adventure by Lightsaga Find the latest demo version here (Playable Web and Windows versions).

Play as Winter Light, as he just moved in to a new town and is starting his new job as a Mail Pony. Little does he know that the place he has moved in will take him to meet quite a few ponies that will help him expand his horizons, in more way than one.

A fetish game involving Weight gain and Inflation. You start thin and without much capacity to hold much in your body. Your choices will heavily influence how Winter’s body changes.

At an average reading speed, the demo lasts about 5 minutes per full Pathway.

All art in the demo is placeholders as I’m currently getting custom art made for the game.

NOTE: The windows downloadable version is the version I work with and test. If you have big problems with the web version please give the windows version download a go.

Notable known bugs:

  • Currently, using the skip button will cause some small visual bugs and some sprites won’t show properly for a moment.

Currently in the works for next version:

  • A Status Menu ( With a dynamic picture of Winter’s Body )
  • A back button for the conversations
  • In game menu to quit
  • Save system.
  • Replacing art with official custom art for the game.
  • Finish all the current path choices unfinished on the demo.

Future content will include:

  • 2 Extra characters, making it for a total of 4 characters, 2 mainly for inflation and 2 for weight gain, you can mix hanging out with them all.
  • Special reward images for the results of big events, done by different artists.
  • Way More events/story. Its hard to quantify it, but my objective is to make at least one full hour of content at my reading speed per full playthrough from start to finish.

Currently looking for:

  • Background artist. For cartoon style backgrounds. (Paid Work, just to clarify).
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How long do you expect a playthrough of the full game to be, when it’s done?

Its hard to gauge right now. But I want it to last at least one full hour before I’m satisfied with it.

For reference, this little demo I did takes me about 5 minutes, so about 12 times that at the minimum.

If I get enough motivation to push past that, then from the roadmap I have documented I think It can reach up to 2 hours easily.

Also, for other people seeing this: I figured out how to export a web version to play on i-tch (removed the name so it doesn’t automatically link. Not well tested but seems to work good enough with minor issues like some text spilling. Can find the link at the start of first post.

2 Likes

Really enjoyed this demo, hope to see more of it in the future :slight_smile:

I look forward to seeing just how this goes!

Thank you for the supportive comments SizableSnivy and Daniel9719. Really appreciated.

I wanted to make another quick reply to mention that I already got a main artist working on the character sprites and is doing great process, but I am lacking an artist for background work.

I’m currently looking for specifically an artist that does cartoony backgrounds.

If anyone that reads this is an artist or knows someone that does this kind of art commissions, I would greatly appreciate it if you let me know.

3 Likes

Hello everyone. I plan to post every month a progress report, so without further ado, here’s the first progress report of what’s been done.

NOTE: Game is still a WIP, many details of the interface might heavily keep changing as the game evolves and more feedback is received.

  1. Added the name of the speaking character on top of the textbox so its easier to follow who’s speaking.

  2. There’s now a fully functional Dialogue History Log, it will let you read the last 10 messages (I can easily modify it to allow more or less messages, I set a 10 message limit for now).

  3. I added Icon of Winter’s expression to the UI next to the capacity bar, this icon will double as a button to open up the status menu, if you want to check more in detail winter’s condition.

  4. Here’s how the official sprites/art of the game will look, this is the first custom art made for the game by the artist the-furry-railfan. Sprite progress is steady at this point. Still lacking a background artist though.

Next picture:

  1. Winter’s icon will change depending his status! It will have different variation depending his weight, his maximum capacity, and how filled his capacity is. The icon is pretty much the zoomed in version of his current full body status in the status menu.

  2. This is how the dialogue history log looks. You can scroll through it and can keep it open while going through normal dialogue if you wish, it will update in real time.

Here’s quick glimpse at the current mockup of the status menu:

Its a bit basic, but the text is already dynamic, and so is winter’s sprite on the right. It will change depending his current stats. Along with small fun descriptions.

Speaking of, if you hover over certain terms or status icons (once they are in effect!) you can get deeper description on the tooltips.

I think that about covers the features.

On the backend, I’m happy to report that I fixed a bunch of bugs already, in particular:

  • The skip button now plays properly all the animations and messages.
  • Fixed some text spilling out of the textbox (especially on the web version uploaded).

And last, but for me the biggest: There’s a special dialogue system that I can edit with an UI. What this means is that its easier for me to add in new dialogue and have it well organized. Honestly, its the biggest upgrade so far, but its not something exactly visible. Will help a ton for adding the content :slight_smile: .

As a reminder, no ETA on the next demo, but it will be out when all current placeholders are replaced.

That’s all for this progress report, see you guys next month!

9 Likes

Hello everyone, time for a small update.

In honor of my birthday today, I decided to gift myself and others a public patch of all the changes I’ve done so far on the game, most of them are quality of life implementations and a lot of behind the curtain mechanics for development.

Version 0.12

The patch includes:

  • The Undo/Back Button.
  • A Log button, to see recent events.
  • Adding the name of who’s talking to the UI.
  • A status button that leds the player to the status screen for Winter.
  • A new dialogue system for development to make things a lot easier to work with for me.
  • Some of the first official custom art for the game, both of the sprites so far for Tai.
  • A system menu to change game volume and to close the game.
  • Proofread and minor changes to Quick Trip’s dialogues (mostly at the end).

Bug Fixes:

  • Text should no longer spill out of the text boxes
  • The Skip button should work a lot better with most animations and statuses.

Check out the i.tch page to play/download the update

As a reminder, everything is a work in process, and things like interfaces and buttons and all could still change as I keep polishing the interface.

Any feedback is appreciated.

The plan continues to be in working on quality of life and the mechanics of the game for a bit more before I dive head in into content, gotta make sure the skeleton is solid.

5 Likes

I like it a lot! It’s a shame it’s so short though.

I really hope to see more updates in the near future.

1 Like

Thanks for the comment.

I plan to keep working and updating the game for at least one more year.

No ETA but the plan right now for the next 2 patches is the next:

Patch 0.15:

  • Finish most of the features/menus/options and behind-the-stage stuff that I will be using for most of the game development.

  • Finish the content of the demo. That includes the Incomplete paths left for both Tai and quick Trip. And update most of the assets to the official art of the game.

Patch 0.2:

  • First patch with new content, in this patch, the game will start proper, and most of my focus will now turn into adding content and story to the game.

  • Content from this patch forward will be a lot faster (not taking into account bugs, of course).

  • In terms of story, it will be all the story setup; the start of winter’s journey, and will end at the same point as the demo.

Again, no ETA on either of this patches, but wanted to be transparent with the plans.

Regardless of the release dates, I will keep posting devlog updates on the game progress at the end of each month, so keep an eye out!

5 Likes

I’ve noticed a potential issue with the web version. Might be because of the fact I’m using a phone to run it, but going off the ltch page not having the warning is why I’m still writing this. I will delete this if need be,

When running it, loading bar works and that section is fine, but when it gets to the wheel it refuses to load and stays in that position for either way too long to be normal or never does. It has never loaded anything beyond that point when I tried running it.

Screenshots look nice and props to you for making a web version in the first place

Hello. thanks for the feedback.

Could I ask, what’s your phone you are using to test it? is it an iphone or an Android phone? Most of my tests on PC but I would like to try to figure out how to bring it to as many people as possible.

2 Likes

I believe I’m using an iPhone 14 to run it. I do have a pc, but there are people nowhere I live I’d rather not see what I’m playing.

Oh boy. Don’t you love it when you say you’ll at least give a developer update every month and then life happens? Good thing I love eggs on my face, yum. Shit happened. I’ve been delayed quite a bit, but I’m going to try to get back into progress. Let’s get started with the actual progress since last time.

Developer Update September 2024

Characters Sprites Update.

Since the last update, a bunch of the sprites for Tai and Quick Trip have been made. Here’s a couple examples of each. I say we’re halfway through the amount I’m shooting for all the expressions. I am quite pleased with the results.

I mentioned that the game will feature 4 main characters to interact with/form a big fullfilling relationship with. (Emphasis on the big…). So I think this is a good time to reveal the other 2 characters that will be part of the game.

Character #3 Linework

This character belongs to a friend of mine called Spes, but their artist name on FA is Wydzard. Without spoiling too much, let’s just say that out of all the 4 characters, she could give Pinkie Pie a run for her money in terms of energy. You can find plenty of artwork involving her shenanigans on the imagesharing site derpibooru. Fair warning, this one is mostly for inflation fans.

And lastly, for the last main character, who is still a work in progress:

Character #4: Name Pending

This is an entirely new OC I’m developing specifically for this game. A quiet and reserved strong stallion that will start off quite distant and not say much. Careful if you start getting big around him, if you give him an inch, he’ll take a mile :slight_smile:

I got his physical design on point now. Only lacking the name and a cutie mark.

Neither him nor Linework have official sprites for the game yet, especially since I’m still working on parts that don’t involve them yet.


That Concludes the character sprites talk. Next point: Background Artist

It took me a while, but I finally found an artist to work with the backgrounds for the game. This is a very recent development, as it just happen suddenly a couple weeks ago. As of the writing of this message, the first background being worked on is a recreation of the Plaza used on the demo. Here’s the WIP:

The background artist for the project is Dumb Radish, Userpage of DumbRadish -- Fur Affinity [dot] net .

Its a big relief to have someone to work on backgrounds, so I can easily just ask for any crazy idea I might have :slight_smile: When I release a new patch for the game, I’ll be removing the “looking for background artist” text.


The actual story progress

I got a lot of the events figured out for the story. But the main problem I’ve had in the past few months is having time to sit down and actually write it down. At the moment of this post, I’m still finishing writing and polishing the last paths of the demo. Along with writing some throwaway lines randomly on my documents to use later. Here’s an example:

Here’s hoping that life continues to stop being super chaotic for a bit so I can finish the demo dialogue and properly start from the beginning. The demo day will just become part of the main story, not too far from the start. So its worth finishing properly.


What about code/the game itself?

Last I left off, I finished my dialogue system. There’s a lot of small things I have planned, but my focus is finishing the actual dialogue I’ll be using so I can start testing more stuff.

There is one last big important feature I am interested in adding for the sake of fun, but I’ll be saving that for the next update.

If you finished reading all of this update, I want to thank you very much for your time!

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