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(+3)

Hi!!! I've spent the past few hours figuring out how to decompile the game, and I can confirm some of what you're saying! I had just been trying to grab the different transformation forms, but I ended up recovering the original code too. I'm trying to sift through it right now, and am working on a Google Sheets file with information.

1) Based on what I've figured out, the game creates a pool of potential items based on what you drop in. Items are added to the pool after a certain amount of yen is added, so that means that if you're below a certain number, those higher items are impossible. Everything less than 100 is guaranteed to be apple seeds.

2) Can confirm! The hungry line is actually titled as the anorexia line in the files.  There's also the default sprites, anomolous line, holllow bride, parasite line, perfect line, and the unhealthy line.

3) Unsure

4) Going based off of what I said in #1! After 100 yen, some more items start being added to the pool. For example, at 100 there's molded bread, sun dried termites, cicadas, soft drinks, water bottles, etc. The higher you go, the more items are added to the pool, including better ones. Items are added at 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 50, 100, 150, 200, 300, 400, 500, 600, 700, and 1,000 yen. I don't think that other misc increments between the item limits affect what you get, so it's better to save up.

5) This is true for some of the lines! The healthy and unhealthy lines have 5 transformations, but the others have only 3.

6) In the code, items are tagged with being either "healthy", "unhealthy", "liquid", "parasite", and "anomaly". Some of the items can have 2 of the tags at a time. Interestingly, the food sprites are bundled into "anomalous", "disturbing", "normal", and "specials". I think only the tags influence things though!

7) Unsure

8) I think that that's a good way to summarize it! Hoard the food you need for your transformation line.

thanks Crystalbinja, the sheet is very helpful for transformations

(5 edits) (+2)

Search for my comments in this thread, I also made a spreadsheet and it looks like ¥10 and ¥150 are best for surviving (especially if thirst gets critical), and then only ¥100 (and ¥500 if you have the coin) are worth it for the other routes, as they offer best variety of liquids, anomalies and parasites. I haven't tested this but for ¥100, the 11% chance of healthy anomalous liquids should be enough to get the top stage of the "liquid" route:

(here is the second one:)

In the item_dir array, the 0th member of each element is the hunger satiation, the 3rd one is the thirst satiation. For example, "antarticwater" restores 5 food and 30 water. The best satiation to cost ratio is 1 for a single apple seed but it's tedious to farm so I always go for 10, which gives 5.

(2 edits)

What causes that transformation? Is it certain liquids because I try to drink a lot of water but nothing seems to change and I'm at a normal state if that matters.

(+2)

I haven't achieved it either, I don't have the patience to play and check but it's called "hollow bride" in the image files and "liquid" in the code. The code for it is different from the Parasite and Anomaly paths but I haven't been able to reverse-engineer either, it's a bit of object-oriented mess. However, upon closer inspection it looks like healthy liquids might not actually increase the liquid level, see last line:

for keys in [Content.UNHEALTHY, Content.PARASITE, Content.ANOREXIA]:
    if health_lvls[keys] > 0 and val_count <= 3:
        health_lvls[keys] -= 1
    else:
        val_count += 1
        if val_count == 3:
            health_lvls[each] += 1
            if count.has(Content.LIQUID):
                if count[Content.LIQUID] > 0:
                    pass
            else:
                if count.has(Content.HEALTHY):
                    if count[Content.HEALTHY] > 0:
                        health_lvls[Content.LIQUID] -= 1

Anyway, ¥100 is best for anomalous liquids too (11 %: bottled blood/eyes/sewage) and ¥150 for unhealthy liquids (100 %: Kola Classic/Zero/Chost). So maybe anomalous and unhealthy liquids are a way to go?

(+1)

It seems the liquid path is very likely not working

I can't rule that out, I'm not that good at reverse-engineering code, especially object-oriented like this. I'd probably have to make a debug copy of the game and where I can spawn food and watch the variables. Also, this is from v0.1.00, which is not up-to-date anymore.

BTW there is more unused code, for example a mother character with another hunger meter


and a script for a short VN featuring a character named Elias, and it seems only the code of the dialog boxes was ported from that.

Thank you! This is absolutely useful ^-^ I'm glad I was right on some things and wrong on others. 

(1 edit)

Could I give a suggestion on what to add to your spreadsheet? When you get an item, a number pops up on the "current money in vending machine" thingy. I figured out that if you put that exact amount in, example: if you put in exactly 187 coins (the number of coins goes up with time), you'll get the fetus in a bottle. I know it'll probably take a while but if you'd like, I could help send you some of the exact numbers :3

Hi! I appreciate your comment, but those values are randomized per game. There are a few that always have the same code (like appleseeds), but the other codes are randomly assigned a number when you start a new game.

Yeahhhh, I had a feeling once I played through more LOL