Actually, that gives me a different idea. Instead of upping the food drop rate, as it should be fine past the beginning, if it’s only the beginning where you’d stumble, I’d rather go with more starting food instead! That way the beginning is pulled up
I’m loving it so far. Definitely have a few things that are either unclear or could use polish, and an issue or two.
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Having to turn around at the start in order to get the tutorial note is pretty unintuitive on your first run. The way forward being totally open doesn’t give much reason to turn around and see what might be behind you. By comparison, the other notes are easy enough to find.
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RNG seems a little too skewed against the player at times. It could actually just be me being generally unlucky, but a lot of times attacks will repeatedly miss even with the miss chance being <20%, while enemies just slap you left and right. Challenge has to come from somewhere, and I’ve only died once so far, but it could make things more difficult as more content comes out.
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Relatedly, some weapon upgrades and types have an unexpected debuff to accuracy. Daggers are generally considered a high dexterity weapon option, trading damage for accuracy, but they both have a very low accuracy rating. Likewise, the iron sword is less accurate than the wooden sword.
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Some of the spells don’t seem to work, or seem to just be overly weak. Regeneration only heals a flat 5HP a turn, outpaced by even the weakest enemy’s attacks. I’ve not seen Blind or the shield spell do basically anything so far.
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If you interact with text too quickly, it can interrupt itself. The text log is fine, it’s just the box that is affected.
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As blasphemous as it sounds to say this about a weight gain game, the options available for losing weight are pretty minimal. Are you meant to spam spells to burn fat or spend a lot of time resting and eating just enough to keep satiety from zeroing? The main place weight becomes an issue so far is when ladders and crawlspaces are involved. Unless I’m missing some method of making float actually let you go up and down, anything that’s on an elevated ledge is locked out when you’re too fat to climb a ladder, locking you out of the current trader NPC entirely. Crouching so far only has optional treasure loot you can miss by comparison.
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On rare occasions, the settings option in the pause menu does not work. I haven’t been able to reproduce this again, but I believe it occurred after leaving the intermission room and looping back to level 1.
I’ve also found it a little odd Float doesn’t let you float up ladders. Balancing, I guess.
Maybe you’re too fat to reach the rungs since your belly gets in the way XD
But in all seriousness I do agree that it is odd that Float keeps you mobile but unable to ascend
not sure if its intended but you can go up the elevator areas that require you to be fat, from there use float and possibly get around.
Not being able to reach the rungs makes sense, but if you float off an elevated platform with float enabled, you stay on the same level, which suggests that the spell is capable of making even an immobile character float a considerable distance above ground, which would allow for moving up and down. As for using an elevator lift to get up, you can do that, but on the current map you cannot traverse from those rooms to e.g. the room with the trader NPC from the higher level.
Incidentally, I have not found a way to get past the bars in the trader NPC’s room to get the treasure chest. The only switch I’ve found so far opens up to the optional skeleton boss.
(Update: I have since found the way to get there. Actually quite clever, the way the path is hinted at.)
Finally got around to trying this bad boy out, and I had quite a lot of fun with it. I like how weight offers different benefits and drawbacks, like being able to use heavier equipment when heavier, but being unable to use lighter equipment, or your moves changing depending on equipment.
I do think it’s a bit curious that out of the three playable characters, two are bunny related. Not gonna complain, though. Louie kinda fits into that big-footed fatfur niche for me.
Louie’s actually more Kangaroo-esque than bunny-esque, but I can see what you mean
Just gave it a shot… And by a shot I mean about a two hour session!! It’s incredibly fun!! My only gripe is that I died while levitating, falling into a pit of lava I couldn’t see, losing all my progress… Kind of annoying to need to play for so long to get back to the weight I was at (around 900 kilos), but doesn’t mean I wont give reaching 1 ton a shot some other time. Genuinely amazing stuff!! :>
I decided to do a speedrun with each race because I like to do speedruns and I feel like each race deserve its own run UwU
I try to time the times well, but they may be a bit wrong XD
Did the pit actually kill you? Because, uh… this is where I ended up when I did the same thing, in the trader’s room.
To the game’s credit, it didn’t let me save and quit in this state, so I didn’t have a way to break it any further from there.
Anyway, aside from that, I had a blast playing this game. The dungeon looks a lot better than in previous versions, and I appreciate the attention to detail in giving different wall textures different interaction messages. And, of course, the way your footsteps start to boom out louder and louder as you gain weight is a nice touch too. ![]()
I was surprised by the size of the dungeon. I still haven’t managed to find all the secrets, despite doing several runs to try out all the characters. There’s enough variety and alternate paths throughout to keep things interesting and make navigation a bit of a potential challenge, but it’s not so huge and complicated as to result in wandering in circles for hours, so I think the dungeon layout is in a good spot right now in terms of complexity.
Oh, and on the subject of not seeing things, I definitely felt the visual impediment of that belly at higher weights, haha. I’m guessing that later floors might make it more hazardous to not be able to see the ground in front of you…
As for game balance, the Louie definitely feels like the strongest class right now. As a Louie, you’re pretty tanky right off the bat, and you start off with Fireball, which is both cheap to cast and very strong. You even get Barrier and Stomp on top of that to help you stall while the enemy burns to death. (And yes, I did find Barrier reasonably effective for that purpose. Blind, not so much.) Oh, and spells have 100% accuracy, too, so you don’t have to worry about missing 5 times in a row. Definitely felt the pain of that when playing as the Kobold and Harengon… Speaking of which, I got 2-shotted by a Mimic on my first attempt at a low-weight Harengon playthrough.
The Kobold is generally tanky enough to survive, despite accuracy being an issue.
All in all, I’m honestly kind of impressed with how well the game has come together so far. I look forward to seeing how you build on this!
Is there a changelog available?
Very cute, The realtime passive satiety loss feels completely out of place in a game like this. It would make more sense to calculate that on movement rather than in realtime.
It’s a mechanic that provides no challenge to people who know what they are doing or where they are going because it is so minor, but feels like a major punishment for the first half-hour or so while you are still learning basic controls and game elements.
I got nowhere near losing a run because of it, but it felt terrible to have a number constantly ticking down while I was trying to figure out the layout of the menus.
Also the default font is basically unreadable on my system but that might be Linux jank.
So true, I would also like it to be reduced only when walking and not by time, I lose some times already by forgetting to pause the game XD
That would just add additional issues. For example, that change would necessitate having to continuously walk around to get satiety out of the red so you can climb a ladder, risking additional combat scenarios when you may not want them. The alternative would be having to rest to get it down, but then you’re stuck in place waiting when you could just continue exploring or managing your inventory and casting spells.
I think what people are requesting is for time-based satiety/fullness reduction to still happen when you’re resting, but not when you’re just standing still to look around or decide what to do.
If you’re exploring, then you’re taking steps, which would trigger per-step satiety/fullness reduction in our theoretical system, so I’m not sure I see the issue there. As for inventory management, honestly, I would prefer to have as much time to do that as I want, rather than feeling rushed.
I will also say that personally, I never really had issues with needing to wait very long for satiety to go down. Just resting for 5-10 seconds was enough to let me use ladders again.


