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I have a few ideas for this game I want implemented
Hope you consider adding this to this pretty good fetish game
Cool game. Lots of depth. The nutrition mechanic is pretty obtuse, though. It's not really explained at all, and certain aspects are pretty unintuitive. Like, why would your food capacity only grow when eating food with nutrition? I feel like if I ate a block of ice, my stomach would probably grow.
I suppose the experimentation is half the fun, though. I just wish it didn't take so long to reset a run.
I actually originally had it so that food capacity would grow regardless of nutrition, but that ended up being difficult to control (you could eat everything on floor 1 and steamroll the rest of the game), so limiting it to nutrition intake just felt like the most natural way to curb it.
I do agree that the mechanic itself is a bit obtuse, so I'm thinking about putting an in-game blurb somewhere to help explain that in a later patch.
How weight gain is calculated is an enigma to me.
I eat an egg. That 4 nutrition and 2 lbs
I eat 2 hearts. That's 4 nutrition and 2 lbs
I eat meat. That's 5 nutrition and 2 lbs
I eat a heart and an egg. That's 6 nutrition and 5 lbs
Why does an increase of 1 in nutrition lead to a gain of an extra 3 lbs? It makes no sense!
I've noted several amounts of nutrition along with how much they give, and it seems like the weight gain is supposed to be linear, but it has sections where it stays stagnant before jumping up to one less than the nutrition value.
The nutrition-to-weight growth is supposed to be linear, but the actual calculation is a bit funky since I used integers for a lot of the weight stuff.
Basically, for every 3 nutrition, 1 lb is distributed to the belly, 1 lb to the thighs, and 3/4 lb is distributed to the chest (rounded down after sum).
This results in stuff like:
10 nutrition -> 8 lbs
11 nutrition -> 8 lbs
12 nutrition -> 11 lbs
I actually hadn't noticed any of this until you pointed it out, so good catch btw
Once you fall asleep, the null cube gives 120 nutrition, which is a strange quantity that first fills up your health, then your weight and stomach capacity. For comparison, the egg gives you 4 nutrition once you fall asleep.
The milk temporarily increases breast size after sleeping. It also causes you to gain 30 lbs.
If you don't mind, I'd like to suggest some possible additions, in the form of Modes;
Casual Mode: Everything is easier. Cake doesn't hurt you when it attacks you and you're already full, Coke and Mentos are more potent, enemies do less damage, have less defense, and contain more "FD". Also, the mimic in the boss room is a real sack instead. Intended to better enjoy the fetishy aspects of this fat fetish game.
Competitive mode: Exact opposite of casual mode. It's harder to fill yourself up, enemies have more defense and attack, However, when eating things that increase defense and attack, they do so slightly more than normal. Intended to play into the "game" part of this fat fetish game
Hardcore mode: Exactly like how the game currently is except sacks cannot heal you when you sleep, so you have to use the hearts, and if there are no hearts, then you can't heal.
Also maybe add the ability to continue playing once you eat the boss in the Boss Room
Actually now that I think about it, there's an unfair amount of enemies in the boss room, maybe you should just make the mimic into a real sack, or make it so that defeating a mimic turns them INTO a sack, or something, cause that could fix the balancing issue of the boss room pretty easily
This would all have to be a whole update by itself tho, so like, if you decide to do any of this, take your time and stuff
not really. You have 84 max hp, and you can basically 1-shot every enemy with your 35 damage sneak attack (breaking line of sight right before attacking).
Even if you don't know about that, you can still fight enemies one at a time, making sure not to let the cake attack. Don't bother eating enemies unless your health is getting low. Prioritize eating cakes. This situation is not only possible, but easy.
There's 2 strategies:
1. attempt to reach it without a full stomach (difficult)
2. reach it with a full stomach and punch it to death
the final boss actually isn't too strong. It's the common enemies that are the problem. Try to funnel them all through the hole in the room, hiding behind the wall to get sneak attacks. Never let a cake catch you. They're slow, but they stun you for 5 turns on attack. If a cake attack is unavoidable, eat the cake first.
I don't have any recommendations for books or videos tbh, but if you're looking to make a game for the first time, then I'd try out Godot.
There's a lot of starter tutorial videos for making games in Godot, and the engine itself is reasonably beginner-friendly. I also found Godot to be the best for making my games so far.
No matter what you use to make games though, it's all about starting small and making simple things like Pongs or platformers before moving on to bigger game ideas. Experiment, learn stuff, and try to have fun.
I'm not personally big on weight gain, but I am still a sucker for Mystery Dungeon games, and this is pretty good for a Jam game.
I understand you've more or less put this on hiatus to focus on other projects, but I do think you did a good job with the additions in the post jam to smooth it out and give it more re-playability also, (only really snowballing at around 2+ tons).
Whether you've heard it or not, I'm sure you could have plenty of ways to expand upon this with food themed floors, different playable characters and effects. The main thing I would suggest is have rooms and hallways scale up to accommodate the character size, since it becomes tricky to judge which tile you're on at the maximum size.
Hewwo! I already play your games “RogueWeight” and it’s pretty cool and fun! >w< Love her belly that very wriggle hehe~ (sorry, I’m bad English)
Here is a playlist I played:https://youtube.com/playlist?list=PL5A4olbgcle3HiL4ECfj96KuH0IT069j0&si=P0qp4QnnjowazjmN
this game is fun but its seems a bit repetitive having to go through the game again and again and again just dying once.. Its not so bad when you find a sack but I never know where the sack is gonna be then its abit discouraging if the sack fights back...
Sometimes I eat the sack by mistake... I don't know how to fix it other than dying, going to another lvl is just dumb luck finding another sack. Not to ask to much but a save point would be nice... Make it work like ink ribbons from Resident Evil...
Idk like Eat a gummy bare in half to show a check point or something. I like the idea of staring over but i would like to be able to come back right after making 1 mistake... They can trap you then ur luck ran out. Star all over again...
I see the author still replying to comments semi-regularly, so I'd like to make this appeal:
Please continue the development of this game.
Games of this kind tend to be less games and more interactive fetish content. Any gameplay they have is simple at best, and practically vestigial at worst. Seeing a game that actually integrates the fetish content into gameplay refreshing and disappointingly rare.
What isn't rare among such games is an abortive development. Good or bad, the more ambitious ones usually seem to fizzle out after a few updates. I see signs that this game could be headed in the same direction, and that's a shame given the potential it has.
It's going to take a lot of development, content additions, and tweaks to become a finished product, and let's face it, it's not going to be the next Undertale if only because of its subject matter, but the fundamentals are solid. All it needs to succeed is the one thing these kinds of games rarely get: a long term commitment from its developer.
As for specific suggestions, like I said the fundamentals are solid. What the game needs more than anything is more content.
One big change I would make is thus: upon completing a level, Erith loses all the weight she gained, but she retains her skills (base HP, FD, DMG, DEF, etc). Furthermore, add a stamina bar. At base weight, Erith can move as much as she wants without draining stamina. At higher weights, she needs stamina to move and must stand still to refill it. Perhaps tie other stats to weight as well, such as increased HP.
This makes the player balance the risk of getting run down by enemies with the reward of more food (xp). As it stands, even if you get stunlocked by cakes and bashed from every other side by food, as long as you can sprint to the sack you're fine. There's no reason to not go back and forth to the sack clearing out every level 100%.
With these changes, a player needs to balance the long term need to get xp for the upcoming levels with the immediate need to get out of the one they're in now. Of course, the amount of "loot" in each level increases with each one, increasing both the risks and the rewards.
So, I mentioned before in the latest update log that I've paused content development updates following the closing of the jam to work on other things before returning to this game, and I'd like to clarify that those plans are still ongoing. I'm currently working on a different weight game project so I have the experience of fully completing a mid-sized game in order to comfortably manage a bigger scope project like RogueWeight. In the meantime, I've been keeping a list of user suggested ideas to play around with later, and I will be making note of yours as well.
Regrettably, I've been working as slow as a snail for the past month. The game jam period was when I had the convenience to fully focus on getting stuff done, and I was hoping to maintain a slower but respectable pace for what I'm doing now. However, this past month has been rather taxing on my personal life outside of this, so unfortunately my dev schedule has been awfully sporadic.
I understand your concerns about abortive development. I'm aware I haven't made any announcements or posts to showcase anything else recently, and that's partially because I'm conscious about keeping things under wraps until I feel ready to talk about them. However, I would like to reassure you that I don't intend to keep RogueWeight in stasis forever. There's a world I do want to build with this specific player character that I can only do with this game. Moreover, the amount of support and engagement this jam version has received still continues to defy my expectations even today, and I would be a fool to let that go to waste. That's why I've put aside pursuing further game ideas so that once I finish my other game project, I'll be resuming content development for RogueWeight.