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Been playing this for the last few days, and I really really enjoy it so far! It's obviously still pretty barebones in its current state, but compared to a lot of other weight gain games I've played over the years, this one just feels very pleasant to play. I really like the art, and overall design of everything as is, I just wish there was a bit more to it. Moments like stumbling into the grocery store drunk and coaxing Jenny into letting you play a drunken version of the minigame are a lot of fun, and I hope the finished game has more like that.

I will say that I agree with a few other commenters about the IRL time aspects not really adding much at this point. I trust that you have grander ideas for this mechanic, but as it stands it's basically a roadblock that limits your ability to make any real progress with Emma and Jenny, and it's kind of at odds with the fact that your character can sleep off a massive feeding session instantly.

I also had a question about the mod tools. I'll admit, I'm not entirely sure how to actually use any of the custom personalities and dialogue. I might just be missing an explanation though.

Regardless, I really hope you continue developing this, because I think you've got something really special here. I'm excited for the future updates, because from the sounds of things almost every minor issue I have is planned to get resolved at some point.

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The mod tools is still a work in progress so not everything is functional. For now, you can't use custom personalities in game, it's mostly for me to make the required expressions for NPC dialogue. But once it's fully implemented, the idea is one personality corresponds to one set of custom interaction and/or dialogue. I think I should be able to make it a bit more functional in the next version if that's a feature people would like to play with a bit more.

For now, the only things you can really do with actual effects in-game are editing the default personality (cheerful) and available dialogues.


Regarding the real-time aspect, one of the inspirations is Animal Crossing. The only real gripe I have with it is that it becomes a bit of a chore, the real-time component may be too present and if you miss an event, you have to wait a full year for to experience it again (or savescum). What I'd like to achieve with this game is a slow, chill pace that won't force you to play every day while still giving you some incentive to come back. I'd like to find the right balance so you can play for a couple days, forget about it for a few weeks, then come back and don't feel like you missed out on a bunch of stuff while still offering something slightly different from the last time you started the game. I'm planning to introduce things like seasonal changes (mostly cosmetic stuff, won't fundamentally alter gameplay) or reoccurring event (X times a week/month...), so the game world feels alive but won't take too much space on your schedule. For now there's really not that much content, so that balance has definitely not been achieved, far from it. But hey, I'll try to get there once I'm done with making those god damn sprites.

(5 edits)

I know this is late, but I got the other personalities working with a simple copy and paste. The only thing I need is a way to transfer the cheerful expressions to the other personalities so I can change them and the transferred reactions in the editor so they work 100%.

I know that the personalities json has the data the custom tool uses for expressions.

EDIT:  I figured it out! YOU HAVE TO COPY PASTE ABOVE THE PERSONALITIY IN THE JSON!!!

(1 edit)

Sorry for the late answer, life if a bit busy at the moment.

But yeah, personalities technically work ; I don't consider it functional because there isn't a way to select them in-game and there are currently no easy way to assign custom dialogues to the different personalities.  But if you're willing to fiddle with the game files to create your own personality, here's a short rundown of how things currently work:

  1. As you noticed, changing the name of your character's personality in the game file will change her personality in-game. Personalities are basically a keyword to let the game know which dialogues and emotes to use. If the personality is not found, it will default to "cheerful".
  2. Dialogues are split by room. You can find the dialogue files by navigating to the gamedata\Dialogs  folder. In each of the folders there, you will find a "cheerful" folder. You can copy-paste it and rename it to any other personality you want ; it should allow the game to fetch dialogue lines specific to this personality instead of the default "cheerful" folder. I would not advise messing with the events as, from experience, it is very, very easy to mess up everything if you don't have some UI to organize everything for you, but editing the "lines" item in the dialogue files is completely fine and should not break anything.
  3. Reactions and emotes are located in the gamedata\Personalities\Personalities.json file. You can edit the file by hand, but I would recommend using the Customization Tools as this part should be fully functional. Just in case you want to modify it by hand, the file is basically a list of objects. Emotes are defined by the "emotions" item, which is a list of all the emotes that can be used and their parameters.
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I copy and pasted the cheerful personality across in the game files and  did what you said in 3 and edited the rest in the custom tool. Yeah Once I customized some of the personalities I realized it didn't change much.

Eh.. whatever..   It's a great game anyway and I am excited for whatever comes in the future.