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captainstupids

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A member registered Apr 17, 2021 · View creator page →

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It is not, right now. I didn’t get that done in time for the jam and didn’t think to add it afterwards. There’s probably not enough late-game content to really merit saving, but if I add more I’ll have to consider it.

:’) I’ll find the balance eventually.

Congrats everybody! 🥳 Lots of really good submissions and lots of tough competition. Well done to everyone who submitted a game.

I’m older than the internet. I get it. In fact, I’ll admit I still harbor some resentment over the switch from Flash to HTML5 games.

It’s certainly not vital if someone is making a standalone game or already has a reputation or fanbase. If I know I want to play a game because I saw someone online doing a Let’s Play, that could drive me to push through an installer and some light troubleshooting and and and…

If, however, a person’s game is one of hundreds, then they need to outcompete for people’s limited attention. Each pain point is a spot where you can lose people that will play and might enjoy your game. In another jam I did, people with web builds received an average of 5 ratings and many more plays. People without received an average of 1.

I wouldn’t want to play a triple-A game in the browser. I don’t even like playing most games in the browser. But for a jam where I don’t know anything about the games and need to get through 25 of them, I like to be able to preview them like I would an asset pack before I download them.

Great suggestions. Thank you.

I had the gas stations cost money at first and it was a little annoying/unfair. Maybe once I rebalance the RNG for the competitions I can put it back. The grand challenges could be fun.

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Appreciate it. The RNG for this release is pretty vicious. I have it tweaked but didn’t push out the changes before the window closed. Same with the pill price, which I patched to be between $100 and $500, but I guess I didn’t merge that change in time. Same with extra events. I don’t think the one where the player gets stuck on the way out of an event made it into the jam build.

I like those ending ideas. Might have to experiment with them later.

I’ll have to give that a fix. The downside is it means there will be a cap on how fat the character can be.

I appreciate it. Thank you for the feedback and for playing. The feedback is actionable and well motivated.

Good effort. I feel like RPG Maker might have gotten in the way of what you were trying to build.

Copy/Paste of Rubric:

  1. Fun: I found the control input to be frustrating. The latency between clicking on something and the laser coming out was distracting and the gameplay felt more like learning the counterintuitive quirks of a system than gaining mastering over the actual game mechanics. -1
  2. Creativity: Lots of original art. Gameplay reminds me of Tempest. I’m leaning +1 because of the amount of creative content, even if the gameplay hurts it.
  3. Fetish Factor: The concept is alluring, and I like the mild panic from the partner.
  4. Theme: I suppose travelling into someone’s body counts. +0

Subs on the Subway!

  1. Fun: It’s fine. There aren’t glaring control or input issues. +0
  2. Creativity: It’s a catch-drops game. The graphics look okay, not just the ones from the Forks pack, but the drawn ones. +0
  3. Fetish Factor: This really didn’t come together in my mind. It’s gating the art instead of adding to it. I need to throw a -1 at this or ‘creativity’ so I think it’s landing here. The mechanics are detached.
  4. Theme: -1 It’s on a subway, yes, but it doesn’t really work together or motivate the concept at all. It feels bolted on. Bonus point for having a web build.
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If any of the games were real viruses we might not know until well after the jam was over and someone had a malware attack on their machine. Viruses are more sneaky than flashy these days. I think it’s more likely that someone’s antiviral software will signal a false-positive and everyone will dogpile on it because Lycos went bonkers over a PDB file in it. It happened twice already. Two games got flagged as viruses by people’s malware only to be cleared by virustotal.

I’m not sure if I’m coherent, but the point I’m trying to make is web builds avoid these problems entirely because the browser is sandboxed and you don’t have to download anything to try it. I like having both because I can play the game to see if I like it and then download it to keep it if I do.

Bite size upgrade was planned, but I didn’t get it in time. Shopping is a really good idea. I’ll have to do that. Maybe every city.

Not just you.

This is very charming. Bummer about the graphics. The cutscene is deeply amusing.

Good feedback. I need to make point #3 in the intro clearer. If you’re less than 100% full you won’t get stunned. The farther over 100% are, the more likely you’ll get stunned and the worse it will be. I probably need an ‘overfull’ meter below the regular fill meter.

And yeah, the RNG is brutal. I have some fixed but was worried I’d break it if I uploaded just before the jam ended. :’)

Is it saying “this file may harm your computer” or actually that there’s a virus? My guess is that Opera is being paranoid because there’s an EXE in it. I haven’t run it yet, but I’m not worried. Firefox throws up that message all the time, too.

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It’s coming up clean for 60 of the scanners on VirusTotal. https://www.virustotal.com/gui/file-analysis/MWM3YTcyODdjZWYxZDg0MjY5YWRjNjUyMDk4YzFjNzU6MTc1NTQ2NTE3NA== I’m gonna yolo it. I ain’t scared of no things.

What does your antivirus software say it is? Which of the files? And which antivirus tool are you using? There are lots of false positives and I bet it’s triggering on the PDB notes in the build.

I appreciate that and agree. I’ve got a patch to make things easier but I’m reluctant to do that before the jam is up because I’m worried about breaking things. I’ll patch it when judging is over.

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This is really good. It’s nice when gameplay choices actually impact story outcomes. The art is cute and the story is quite well written! I really like this game. I also like that the controls are rebindable at the start. That makes a big difference.

A minor gripe is that sometimes interact and jump seem to have their usage swapped. Sometimes hitting interact will select a thing or dialog option and sometimes jump will do that. I haven’t tried binding interact and jump to the same button yet.

Copy/Paste of Rubric:

  1. Fun: I think this deserves a +1, since the platforming aspects are well polished and the level design is pretty clever, given the revisiting aspects.
  2. Creativity: A story platformer isn’t what I would consider groundbreaking, but between the art and story and content I’d like to give this +1.
  3. Fetish Factor: The writing is really top notch and goes well with the art. I’m torn between an +1 and a +2. It’s one of the hotter entries in the jam in my mind. I think I have to go to +1.
  4. Theme: The theme was reasonably integrated. It was part of the story, yes (the friend’s travel and your own island ‘vacation’). I don’t know if I can go +1 since it didn’t interact mechanically.
    Bonus point for accessibility and an all-around good experience. I liked this.

I keep refreshing and want to add a balance patch but I’m worried I’ll break everything forever.

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There’s some good content here, and a lot, given the time frame. There are a few rough edges, notably around the controls. I found hitting enter worked about 10% of the time, which just led to me mashing it repeatedly until it worked.

As far as each game is concerned, they were all functional and worked. I liked the level randomization for the breakout clone. That was nice. I don’t know whether the acceleration on the bread was a good or bad thing. It felt a tad floaty, but it would probably have been hard to control without it.

It’s a bit of a rough edge to have to hit enter to start the game, then switch to the mouse to press the pay button, then exit out and hit enter again to restart, especially with enter not working a good chunk of the time.

Overall, a really nice effort.

Copy/Paste of Judging Rubric:

  1. Fun: Each game was fun enough though the controls didn’t feel great. I felt myself going through the motions for a lot of the minigames. (-1)
  2. Creativity: There were certainly a lot of assets created for this. The minigames didn’t feel like departures from established norms to me or add variance to existing themes, but the effort that went in to the number of things in the world feels like it deserves a +1.
  3. Fetish Factor: The handful of gain events felt disjoint from the rest of the game. On the one hand, having that be a reward makes sense, but it really feels more like the games are a barrier to content than integrated. (+0)
  4. Theme: As a way of setting how often the player can get juice it makes sense. Might be slightly above average in terms of integration. +1 for this.
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FYI, this is marked as having a Linux and MacOS build, but the zip file only has a Windows build in it.

Ah! I see. I thought I should be like… puppeting her, or something. Like a dance-off. In that case, yes, little flicks do seem to have an impact on the physics, even on level 1. It was a user error on my part.

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Props for making a Linux build. Since it looks like you’re using Godot, you might get more players by exporting a web build, too. Just export as HTML5 and save to “index.html” when you’re picking the export. Zip the whole folder with index.html in it and upload that alongside the other zips. You can pick “playable in browser” on your submission page.

Copy/Paste of Rubric:

Not bad. The gameplay is a little simple for my liking and it felt like it was missing some polish. The story was fine. Appreciate that there’s a Linux build.

  1. Fun: I’m not sure if I can do the +1 on this. I found myself mashing unenthusiastically and ultimately don’t know if I really enjoyed the gameplay.
  2. Creativity: The effort to do all the scenes and animations is commendable. The softbody physics on the abdomen are noteworthy. I’m between +1 and 0 on this. Might round to +1 because there’s a lot of effor.
  3. Fetish Factor: Not bad. The competition is stiff. I think ultimately it didn’t really do it for me. +0
  4. Theme: Traveling to a foreign planet as a base premise qualifies to me. Not what I’d call ‘integrated’ with the gameplay, but core to the story at least.

Click the “Submission to GET LARGE Jam” in the top right of the page. Here’s a link if it’s not showing up: https://itch.io/jam/get-large-jam/rate/3816828

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This is probably a me problem but I’m not seeing the character move or interact when dragging around in the browser. Tried Firefox and Chromium. Does this need to run full screen? Captured a video of clicking and dragging: https://i.imgur.com/oMUV8Hb.mp4 (Sorry about the flickering. It doesn’t look like that in-browser.) I’ll try to pull and run the desktop one.

Update - I tried running on the desktop and dragging isn’t working there either. Are you relying on grabbing the mouse?

Nope. Not yet.

Late last night/early this morning I decided to throw away almost all of the work and try something else. Three things happened in this order:

  1. I was really surprised that the new mechanic worked really well with the theme and was a little sexy.
  2. The game seemed more or less complete.
  3. I realized I have time left over for polish.

So things went from pretty bad to actually surprisingly good. I just need to figure out where I want to add polish. I’m worried that if I add odd encounters it might throw off the balance in the late game.

There are a few things I think people should know about submitting based on what I’m seeing.

First, even though the submission process makes it seem like your upload is final, you can still change and upload new versions of your game until the deadline. It’s better to have something up, just in case there’s a problem on itch at the deadline.

Second, please have a web version or a non-Windows build. Most engines will give you the option to export for Web, making it possible for people on Macs or Linux machines to play your game. Having download for Windows as the only option can put off a lot of people.

Third, don’t overlook the importance of having a tutorial or readme. Even if your game seems very self-explanatory, it can help to include instructions in the game.

Fourth, don’t make people install your game. I haven’t seen this issue yet, but don’t package your game in an installer, or at least include a portable version.

Finally, when reporting bugs to makers, try to include a detailed description and, if possible, steps to reproduce. “It breaks when I click the button,” is less useful than, “If I press the ‘restart’ button after losing a fight, the inputs stop working.”

So so. Things are functional but not fun. I can only work for a few hours on Saturday mornings so this weekend is going to be the last push to add at least a little fun for it.

At the start of each jam I write down five or six ideas for a game and pick one. I’m leaving three of the ideas I’m not using in case anyone wants to try them out on their own. I encourage all of you to put your own unused ideas and not to be discouraged if someone else is doing something similar. Two people can start with the same idea and get very different games out in the end.

Ideas I’m Not Using But Are Neat:

  • Snackshack Problem: Pack people of different sizes into progressively smaller and differently shaped busses. Each stop, the passengers grab food and get bigger by different amount. Tetris + knapsack problem. Probably lends itself well to cutesy graphics.
  • Pack Ma’am: Travel from city to city sampling the food. Traveling Salesman Problem. Click different cities or paths inside cities to find the shortest-path Hamiltonian cycle. Simple assets would work well here.
  • Overweight Baggage: You’re headed home from the other side of the world. The bad news is you have about ten different transfers. The worse news is that you seem to be getting fatter rapidly. Find your gate at each stage before you attract too much attention. This could be either a stealth game or a faster paced search and memory game. It’s mechanically the simplest of the bunch to implement but requires a fair number of assets.

Idea I Am Using But Hey Maybe You Can Probably Do It Better:

  • Drivin’ for Dine-ins: Drive across the country and at each stop select from one of three different restaurants with different star reviews and rating counts. Secretary Problem with a little bit of Oregon trail.

I’m CaptainStupids. CS. I generally work solo but could be convinced for the right group.

I usually work in Godot and Blender.

I’m strongest as a programmer, then writer, then 3D modeling, rigging, animation, and texture painting in that order. I’m pretty bad at color work and drawing. My rigging, modeling, and animation skills exist but again, are subpar. I’ve done sound work before but I’m not good at it. I’m also pretty bad at UI. I’ve made a handful of games in the past and am currently working on a medium-small one. I expect what I take from this game will get dropped as a minigame into the one I’m working on now.

I don’t consider myself a furry but have no objections to it. I like inflation (body, belly, breast, and butt), weight gain, and pregnancy content, especially when they portray people close to their limits.

My favorite fetish games are deep systems-based or interactive simulation games or, on the exact opposite side, quick experiences like the ones I made fifteen years ago involving little more than inflating people with a pump. My deviantart page has old things I’ve made. My itch.io page has newer ones.

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This is really nicely done!

Just to be sure, with the QTE in the ghostly assault, the failures are supposed to accumulate, right? Even if you succeed at all of them it only slows the rate, yes? It seems like it, but I want to make sure that’s not a bug.

It would be a bit of a challenge.

The models have different blend shape names, slightly different body controllers, and different fine-tune parameters that make them visually grow at the same rate. For example, a check that happens in certain encounters is it asks if a player’s belly is bigger than 1.5m in diameter. The model (internally Anya) has a different scale that comes from the sum of different blend shapes than the model named Ivan.

If someone wanted to add a new actor they’d need to add a new controlling script and play through the game to make sure things are still sane. If the game says, “You look like you’re ready to burst,” when the player is barely showing a pudge then it’s annoying. I had this problem at the start of making the game.

If someone had a model and animations I could see adding it in like a YCH, but solving for all possible models would be too much effort for me.

If twine supports theming the text a bit, a few of the backgrounds have colors that conflict with the text color and are illegible without highlighting. Perhaps a text shadow could be added or a blurred backdrop? This applies to Firefox, at least.

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Spoilers:

Poisoning is in the game but disabled until I write the dialog for it. To make it you’ll need to be good at chemistry and be on good terms with a certain farmgoer.

Ascending the throne is disabled, too, and I’m undecided on whether I want to re-enable it because it was a little dull as far as events went.

I was considering having one of her subjects sample the food until your trust with her is high enough, just as a way of getting more content in, but I don’t want to put off the last release any longer. I finished testing the poisoning path and aftermath this evening, so I’ll probably upload the final version tomorrow.

Eat lots of food. Rest on cursed stools.

Breast and penis growth do not count towards your max fill. They are only cosmetic.

Appreciate the kind words. For what it’s worth, there are more ways to juice than just the juicing machine. There are the vacuum cylinders and !! spoiler !!: if you are able to seduce the female bandit you can probably empty much of yourself out.

Update on this from today: I’ve pretty much done this. After a few attempts at making things it becomes much easier to fabricate elastinup, dimorphex, and so on. It also takes less mental effort and the player can now remember the path to the lab.

Additionally, after becoming skilled in chemistry, the player can try to purify the mysterious liquids from their failures.