Thank you so much!
That was definitely intended. The protag is going through the a rough time in the "real" world and sees it as a bit dreary, but they're kind of new to the lucid dream thing they're experiencing since they're usually stuck in the "sensory depraved hellscape" every night. Even in the worst case scenario, they see the dreamscape as more vibrant since it's something new and interesting to them.
Yeah, gameplay's kinda "walking sim-y" to be honest. I meant to prioritize saving more than I did so players wouldn't have to trudge through the whole thing repeatedly to explore the different town interactions and endings, but I didn't emphasize it as well as I should have. I did mean for the mazes to be interesting to explore, but I recognize that exploring the whole thing is over-incentivized since you'll fail the stuffing segment if you miss any ingredients. I can see how pushing for a particular ending can get really tedious, especially on repeat attempts.
Still feel like I made those chases too easy at higher weight levels, I may go back and revise those a bit. If nothing else add some more nymphs or other potential obstacles so a bigger BB at least has a chance of keeping up lol I also considered making her deal more damage the higher her weight, but coding the chase sequences was easily the most challenging part and a large reason for the bug on Night 4 that's kept people from seeing the feedee ending.
Fair! Main thing I realized is that, as much as I like chonky women, I haven't actually drawn that many of them. I wanted to use this as a way to practice drawing different heay-set body types, though that comes at the expense of not really emphasizing any of them all that much. BB really stole the show in that respect, though! She's one of the central characters, so I really wanted to make sure I got her gains right.
Also HAHA ya got STICCBUGGED! I thought having her drop the weight at the end would be funny, and I couldn't help myself.
(But admittedly I'm also enamored by the idea of the stuffing/gain being a repeatable game that they play, I personally really like the impermanence of it)
Really glad you liked the atmosphere! Working on that was probably my favorite part, and it's the element of the game I think I'm most proud of.
I agree. My central idea was "make sure the player is very particular about HOW they travel" through their choices in upgrades (would they rather have a speed boost once, a permanent hp upgrade, an easier time collecting ingredients) as well bearing in mind how the tiles will affect their paths of travel (tiles potentially dropping them in a nymph's path). Tried too hard to make it unique but it didn't come together at all how I would've liked and just became a big stretch instead. Kind of disappointed with how I've handled it, but I just had to come to terms with the fact that I fumbled and I'm gonna be docked points for it.
Thank you so much for taking the time to make such a detailed critique! I do truly appreciate the criticism, and I'm happy to hear that you still enjoyed the game!!