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(+2)(-3)

You opened Pandora's Box by adding the player WG option, I can't imagine it's easy to balance with the rest of the game. It's clearly not the focus of the game, but it's so well done that I can't help but greedily want to see it expanded even further.

With the WG player in the Dizzy facility, I think it'd be better if there were just a game over when the player reaches the same narrative endpoint as the other girls. That would better reflect how irreversible the process is painted in dialogue (it's not actually irreversible because of the metabolic thingy, but still), and if you're doing a feedee character, this is definitely going to be where you stop playing or start a new character.

Will NPC feeders ever get the ability to start their own Dizzy chains? They earn the same upgrade but it seems they never make use of it.

Have you ever considered starting a Patreon or charging for new builds? This is the best game of its kind and you're almost unreasonably generous by making it free!

(1 edit) (+3)

The Open World / Endless Game Concept is one of the Strongpoints of Second Helpings!
Do not want a good ending or bad ending and then you have to replay or load an old save game.
NO Game over plz

edit question: if the player character is in the labs and you have no catalysts is the game tachnically over or can the feeeders also get you outside again?

(+2)

You don't need any catalysts. Getting back outside is done by successfully convincing the feeder to help you escape. But the game does seem to be over if you entered the facility without an established feeder relationship and so are assigned the special 5th feeder personality, because your chance to convince her are 0% after the first two tries (which are 5%). Unless you're really lucky, this situation is a total lock on that save! I'm fine with this because you have to really go out of your way to end up in this spot.

What I like most about the player WG option in this game is how closely the player's experience mirrors the experience of the girls when playing the game normally, this was something that was done very well by the developer. At the narrative endpoint of the girls in the facility, they're not in any state to convince the player to help them escape. So, in my opinion, the same should be true for the player.

(+4)

It is possible to persuade your feeder to use the Metabolic Regression Device on you, giving you an escape route out of the facility.

(+1)

Thank you! I'm glad you think so highly of my game. :)

You're right that player WG has made development significantly more complex. That trend'll only continue with all the other features I plan to add.

With the narrative endpoint, what I'll do is add a message similar to when a girl reaches that stage, letting the player know they've reached the end of the visible changes.

Also, you're in luck. In the update I'm working on at the moment, I've created a system that lets the NPC feeders run the Dizzy's shop. They'll invite you there & you'll be able to experience Dizzy's addiction for yourself!

I don't have any plans to monetise the game, but if anyone did wish to show their support in that way, feel free to check out my weight gain stories on Amazon.