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A jam submission

Fatch QuestView game page

Barb faces her greatest challenge yet: Meaningless busywork "quests"!
Submitted by Open Fly Games — 56 seconds before the deadline
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Fatch Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#43.6003.600
Theme#83.6003.600
Overall#103.5003.500
Fetish Factor#113.6003.600
Creativity#163.2003.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • A charming visual style but was fairly buggy and didn't do anything particularily interesting with the theme. A bit of polish and perhaps more custom sounds to further depart it from RPGMaker defaults and I can see this being a fun adventure to playthrough.
  • I like the tileset. There were a lot of bugs but I'm sure those will be worked out eventually. Different scenes for how you do the quests is also nice.
  • Short RPG maker project, without any padding (good). Was disappointed to see there was a bug that blocked progression on the island as I was engaged with the game and wanted to see how it ended. I think the idea of semi-diverging 'good' and 'gluttonous' paths is really interesting and I played through twice to see how each one affected the game. Will certainly play this after the jam is finished and the island bug is fixed
  • RPGs can drag on sort of by definition but this one kept up a good pace. I liked the art and the jokes. And we do be world traveling.

Content Warning
Minor burping or stomach rumbling content

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Comments

Submitted

Played up until the glitched area with the beach. Probably doesn't need to be said, but I think most wall had no collision and just let the player walk through anything. But I never found any game breaking issues with this.

I was surprised with how much story there actually was, I can see how you didn't have time for testing everything. All the writing was really nice, and I like how the game seems to encourage failing to increase growth. Most games don't get the "lose to get more scenes" thing right but it works well here. Unless I misunderstood and was playing the game wrong :) Looking forward to the final version once upload restrictions are lifted.

I like the sprite set you used for this, it's got a nice Gameboy Advance feel to it. I have to admit I'm not a fan of the models used for cutscene art, though. I'd rather see something like the sprites for the succubi instead, if you made those yourself. Otherwise, getting some drawn or pixel art for the portraits/cutscenes, whether by commission or collaboration with an artist, might be a good idea if you continue working on this. The writing is solid, too, with some amusing dialogue and interesting ideas behind the quests and plot.

I ran into some bugs, though.

1. When I was doing the grocery shopping at the castle down, picking the 'later' option the apples/tomatos choice and going back to the temple gave me a cutscene as if I had picked apples, and afterwards I had Barb's portrait stuck on my screen(the debug tool fixed it). I also walked over the sprites for the store buildings there, too.

2. When I fought the succubi in the desert cave, losing to them from energy-feeding caused the scene to reset from the beginning and threw me back into the fight.

3. The Guide at the docks on Parad Isle disappeared after his dialogue. And I'm completely stuck at the beach, but I saw the message on the game page saying that it's not finished, so that's not really a bug.

I haven't gone the other route to the mountains yet. I hope to see this get worked on some more! It's a nice, straightforward RPG that doesn't seem like it'll be a long haul to get through, which I think is a good thing as a vehicle for kinky shenanigans like weight gain.

Developer

Thanks for the reports! I’m just about done wrapping up a big bugfix patch but I’ll double-check the ones you’ve mentioned.

As for the art, I definitely would’ve liked to do something that fit the overall aesthetic better, but unfortunately art is not my forte; all the good stuff, even the title screen, is courtesy of an asset pack by Gif. I just rendered some stuff in DAZ real quick for the sake of having actual art, and often it doesn’t quite mesh with some of the descriptions anyways. If I had to do pixel art by hand it certainly wouldn’t look as nice as the assets here, and would’ve taken much longer than the jam period to do.