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Kirobsi

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A member registered Jun 13, 2020 · View creator page →

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Glad you like it c:

We don't have any plans to continue or expand on Snack Wanderer, it's a rather self-contained and complete idea (even if it's rough due to being a jam game). Moreover, none of us have come forward with any particular game ideas to do together, so we're not working on anything & I don't necessarily expect to anytime soon. Not impossible, but yeag. So unfortunately, there isn't much to expect from us at the moment!

web site !!!! 🥺

That isn't a feature, sorry. The game saves settings, but nothing else. It's not impossible we'll implement that sometime, but unfortunately I can't promise that. Hopefully that isn't too big a deal c:

Hmm. The jungle's stalk grows just fine for me in testing. Both it and the cave progression blocker require you to pick up at least one ingredient before leaving, but given your situation I would imagine you may not be doing that, hence running into issues? o: Do make sure you're on v1.7.0.1 please! (I should probably add a version number on the startup screen-- in order to do this you either have to hover over the executable and check its "file version," or if you're using the Itch client just click the settings gear next to "Launch" and then the "Manage" button on snack-wanderer-windows.zip!)

For what it's worth, each part can only be fattened so many times, and the butt ingredients from either the Jungle or Mountain alone are enough to max out the butt after Bottom Cave becomes unavailable. So I guess just pick a secondary part to fatten and grab some of those. You could also intentionally only pick up one boob/belly ingredient & then leave if you'd rather not see another part grow c:

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Jumping while walking up a slope gives a higher jump, so the mountain's cave food utilizes that fact.

I'll check out the jungle thing! Maybe I made a mistake in changing its behaviour for v1.0.7... ^w^;

Thank you ^w^;

It admittedly felt a little deflating not making top 3, but seeing now that we were 0.05 points away from third place, there isn't really any sting left hehe,,

Considering how much of a miracle it is that I actually made anything for the jam - a jam I only learned existed the morning it began - I'm pretty grateful for and proud of what we managed to make. Also been nice receiving positive comments from people... c: my other works scarcely get much attention, and no other project taxed me quite like this one. Thank you for inadvertently offering this opportunity!

Congrats on getting the Pearl award thingy! ^w^

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uhhh the 6th is a Saturday, but both this thread & the "overview" page say Friday. I assume it is on the 6th though? o,o

Don't feel guilty ^w^; I think it's normal to want more of something you enjoyed, especially when it's a small scale project like a game jam game.

Also I don't have any sort of schedule for streams, I just do them when I feel like it. Sometimes I do 'bursts' of daily streams, other times I'll stream like twice within a month. Will probably do a decent amount for the time being, that Terraria one was the very start of a modded playthrough with a friend. I'm surprised you even ended up there >w>

Yeah, It's just 5 days. Ending was definitely rushed to at least some degree due to limited dev time, and that can be exacerbated depending on how a playthrough goes. If you didn't see special art at the end, then you didn't get Siblif fat enough ^w^;

woah,, 💙

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Oh, interesting! Thanks for reporting this! It's a small scripting oversight, will be fixed in a post-jam patch c:

Your food would have counted if you cooked it before entering a level the second time (so, in the morning). Otherwise, it's a loss. Sorry about that! ^w^; The game's supposed to encourage multiple playthroughs though, so hopefully that's okay c: Especially since this is our first bug report. Thus you shouldn't run into more stuff like this!

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I think it's impossible to truly max her sprite in 3 days - she does still get fatter after a pose change, but it makes sense that wouldn't be tremendously noticeable c: Getting any single part to its biggest, if you solely focus on that part, should take until at least day 4 I think. I dunno, been a bit since I did the math.

Thank you!! ^w^

Unfortunately we don't really have future plans for Snack Wanderer, we all feel it's a pretty complete experience as is. Some platforming additions may come, no promises. I'll definitely do bug/writing fixes if or as people report stuff though, it's not abandonware. c:

As for future projects, I think we're all open to it but we don't know how things will go yet. Bit too fresh off the jam to say!

Thank you for the interest though c: as our first published game project, it's been great hearing this sort of thing from players. We're very glad that it seems to be received quite well!

re: not having drawn lots of fat women, hehe yeah,, I checked your bluesky after playing looking for more fat (monster) girls but there weren't a whole lot >w> which is fair, you clearly have much more multifaceted interests than I.

Glad the comment was pleasant and/or helpful all around c:

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Oh, sorry, I worded that poorly >w> When I said it doesn't make sense I was referring to flipping over each dish to find pairs. Like that's a very "computer game" type of abstraction, doesn't make much literal sense. As stated though, it not making sense doesn't matter a lot c:

The time travel stuff was explained & implied perfectly well!

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Damn wow,, this is really cool! I love how it uses multiple windows, what a creative thing! (played the fixed visuals version)

Looking forward to more being added ^w^

Difficult game. When I saw it was a game of "Concentration" I was kinda like "?? really?" but the time travel made things click. It's a creative idea! Time travel also integrates well with the narrative, good job on that front. It doesn't really make logical sense that an eating contest would be won this way, but whatever - can be viewed as an abstraction of her ability to eat each dish c:

Pretty good overall!

Fun little game! c: Well done art and nicely polished. Good job! Impressive solo effort c:

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This game's pretty good! I really like Jody's design and I love how fat she gets ^w^ it's also wonderful having a character be so into the weight gain and gluttony. It felt a little... brain drain-y to me at times, which I don't much enjoy, but eh, just a taste thing.

Gameplay-wise this game is adequate. I liked being dropped into it, uncertain of how anything worked - there's a cool period of discovery there. However, exploration quickly became pointless as the only things to find are stations, and there are so few types that you only need to venture out slightly before you've discovered everything you'll need. I'm not a fan of idle games either, so I wasn't very enthused by the gameplay once I understood it. Having a persistent reason to travel would've been great!

Along with like... Sweet Dreams, this was one of the blushier entries for me so far. I think the writing is great, the drawings are great, and the integration of the "travel" theme  is good! It's also decently creative c: I quite liked this game!

It does strike me as rather unfinished though. That there's an ending according to another comment was a surprise to me - I went a fair while without any new dialogue or any new art (although she did grow without updating the art once or twice) - and I think that's where it shows the most. I'd assume the intent was to have bits of dialogue more consistently on the way to the ending? Bit of a shame. I sorta wish that the numbers had been rebalanced so that she reaches that final stage shortly before whatever the ending is, but that may not have been feasible with the allotted time. A great effort regardless!

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This game's good! I like the art & artstyle, and I think Ellie's written fairly well for the limited selection of dialogue. The game does strike me as decidedly unfinished for a few reasons: it has no ending, it doesn't really have an intimacy climax with Ellie (either physical or emotional), and the very limited set of events definitely keeps things repetitive. Repetition isn't necessarily a problem for me, but the gameplay elements make it into one.

Both minigames are overlong. The driving one is fairly uncompelling. Knowing that it has an end almost makes it preferable to the shmup from a gameplay standpoint, but it's still a slog because it just takes forever without being that engaging. The shmup is impressive given that this is RPG Maker, but I think it's a poor fit for the game as designed. The tiny size of the player's shots is also a bit obnoxious sometimes, as combined with the very fast movement speed it's difficult to get hits on enemies. I think this shmup could be reworked to function much better, without requiring too much work to be done:

First, make it like two minutes long or something. It needs an ending. Payout should be rebalanced accordingly. Second, probably make the enemy pattern static (assuming it isn't already?) so that it's a game of mastery more than of reaction. Third, make the bullet hitbox bigger - same frequency & amount of shots, though, I'd imagine performance is a limiting factor in adding more. Fourth, make it so the player isn't damaged by enemies exiting the screen. The major thing to accomplish with these is making a game that is difficult to "100%," but not too hard to do decently at. I think it'd work much better as a short 'enemy rush' score attack that's difficult to fully stay on top of, where the expectation is for a new or less skilled player to simply not kill everything and just focus on surviving. I think this could work adequately by reusing all the elements you already have, you'd just need to arrange them differently. High skill play should be about understanding enemy locations and weaving quickly between killing them, while also dodging the shots returned to the player; as is, high skill play is just... seeing how long you can endure a repetitive gameplay loop that sometimes presents a challenge. I'm not shmup aficionado, but I love ZeroRanger and I think getting a high score in its first level is a great reference point: it's a couple minutes long but has a lot of potential for mastery which makes it rewarding. ZeroRanger is a high bar of course, and I don't expect this single minigame to be anywhere close to its quality or depth, but I think you could do a lot better than in this jam version without spending a ton of time! That said, like... don't do this if you're not actively interested >w> you don't owe anyone a rework. And even if you do rework this minigame, feel free to dismiss my idea, nothing's sacred about it!

Um. Yeah obviously that's where most of my thoughts lie, but again this was a good game overall! I liked it when I wasn't replaying the minigames ^w^; even the first time for both was okay, the shmup more than the driving one.

This was a cute little game c: and I quite liked the sense of humour in the cutscene & for the ending. Gameplay is a tad rough yeah, but that's to be expected from a jam game. I think it works well for what it is! And the controls being a touch unintuitive is just the game demanding a player learns its quirks, I don't think that's necessarily a flaw.

Fun little experience, and good usage of the travel theme! Also integrates weight gain into gameplay in a clever way.

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I'm evidently not the target audience for this game so I feel a little weird criticizing it. The gameplay does little for me, so... yeah, I won't just dwell on that, but I think I have some valuable thoughts to offer regardless.

  1. Fatness isn't integrated very well into the gameplay where I think it could be. Specifically, the cooks and dieticians imply fat-related narratives & relationships which fit the "weight gain" theme incredibly well, but I find those are the only two that really capitalize on it. Limited time for a game jam means it'd be hard to think up more of course, I don't begrudge it for lacking this as a jam game, but if it's developed further I think more thought should go into how exactly fatness can be integrated in that sort of way. As is, it's just those two passenger types, + passengers taking up more space due to being fat. Feels a little underwhelming to me.
  2. The game is too slow. Counting all the points at the end takes a needlessly long time - I think it should start significantly faster and accelerate less - and I find it takes longer than it should for the train to leave the current station & arrive at the next. Just feels like an excess of waiting for how many times these are shown, it was fairly obnoxious. (Maybe those into the gameplay don't mind?)
  3. Scrolling the screen is rather unpleasant and slow - I think the team should consider making it so mouse scrolling also moves the camera. This would make for faster scrolls and a much more convenient method, since you don't have to drag your mouse all across the screen. It's tempting to say the view should be widened, but I understand that a balance has to be struck to actually show off the characters. Mouse scrolling seems a good compromise.

Yeah-- I hope this is helpful/constructive ^w^; this is a well-polished & presented game that its target audience evidently really enjoys, so great job!

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I think this one is really good!

As the game progresses, two 'sides' to the atmosphere definitely do emerge, with the dreams being more pleasant and friendly in a way than the waking world. Seeing as the title is "Sweet Dreams" I assume that's intentional though? So it didn't strike me as an issue.

The gameplay is serviceable, and the idea to have certain food truck spots give different benefits is a neat one. It's not something I'm inclined to revisit though, so I'm glad that the endings are largely on a spectrum of how well the player performed rather than being more equal or esoteric. The thought of replaying this game several times to go for distinct but equal endings is a little dire, it's too monotonous for that. I haven't experienced any freezes myself - just got manic pixie, player-stuffing & true ends - but if I had I'm sure it'd be a slog to deal with. Those issues are more or less inevitable in a game jam, but the boredom in that instance stems from gameplay design rather than technical issues, at least in my view.

That said, the BedBug chases (when they aren't trivialized by her weight~) did instill a fair bit of tension when I came close to her. I think it does a legitimately good job on that front, it feels like stakes are high whether you get hit by BedBug or just the nymphs. Player health seems well balanced, basically.

Outside of BedBug, I'm not sure this game's fats did much for me. It's mostly just getting a brief look at someone fat, which is pleasant but not really flustering or anything on its own. It's very well done with BedBug though, she has a great design and her weight gain is lovely~! (although the ending is a crime as far as I'm concerned, she should stay fat!!!)

I like the unique setting/atmosphere of the game overall c: It felt rather fresh to me, and interfaces with the gameplay and narrative well. That the different tile types - as well as the dreams in their entirety - are based off of the protagonist's past is a nice touch, gives them some grounding and emotional weight. Their existence/placement in the dreams is fully justified by it. It's slick.

The theme's presence seems a tad weak: the player character travels to a new place as part of the game's premise, and then I guess travels about the town/city/whatever in their food truck. Arguably they travel to & in the dreams, but... that feels like a stretch. Personally I don't really care how much it adheres to the theme? >w> But seeing as that's a metric by which entries are judged, it's maybe worth mentioning.

Anyway yeah I liked this a lot!

Thank you! Good work on your own project too, it's one of my favourites that I've played so far c:

Glad you liked it! I understand wanting more, but this game was effectively my whole life during the entire duration of the jam. This was the absolute most that I could create. I worked the most on the game out of the team as far as I can tell, but even the others wouldn't have been able to add a whole lot. Another day would require new dialogue that I would not have been able to write in time; besides Jamorphous not having time to make one, a new level wouldn't fit into the belly/butt/boob system anyway (unless we made 3 more?); adding another fat stage to each pose would likely not have been possible for Enkah.

As for post-jam support, it's unlikely the game will get new days or writing. Jamorphous has expressed interest in doing something with the platforming (I'm not actually certain what yet >w>) and it's possible Enkah might touch up some art, or make new art since plenty of dev art is left in the game.

Point is: as of right now there aren't many longterm plans for Snack Wanderer. Maybe some small content-related updates, and definitely some bug fixes if/when needed. That's all I can really promise. Game dev is a ton of work, so even though I'm very proud of what we made and think there should be more games/experiences like it, I don't know how much more of the creation process I can stomach for the foreseeable future... ^w^;

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Even still, it helps a lot with allowing people to play it on a variety of setups/OSes.

Speaking personally, I tried building my game for HTML and Linux and neither worked. Former I think because of certain programming decisions we made, latter because... I guess something's weird about my distro, I have no idea. I think this is a bit of a GameMaker issue and other engines have better build options & compatibility? But yeah that's why Snack Wanderer is windows download only.

Unfortunately I can't, sorry. I'd love to make a mac, linux & web version, but I can't do any of them. Reasons for each differ:

  1. Mac doesn't work because I don't have a Mac, and you need one to compile games for Macs. It's unfortunate, but it is what it is...
  2. Linux doesn't work because... honestly, I don't know. I tried building it on my old PC's Linux install but it didn't work and I couldn't figure out why.
  3. Building for web doesn't work because Jam and I simply weren't considering it when programming the game. When I tried yesterday it didn't work at all.

I hope that there'll be a way to play it outside of Windows in the future, but I can't promise anything. Again, very sorry!

Lovely to hear! ^w^ My guess is that the different compile mode combined with the fact that the game accesses the two .csv's packed with it, leads windows to think it's trying to mess with files generally. Maybe it did that with the other compiler mode too, I honestly don't know. Sucks either way. But yes, I'm glad you pushed through anyway and it turned out okay c:

^w^

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Hmm. For the final/current build I switched how gamemaker compiles the game... And now that the deadline has passed, I can't add a second download on the page ^w^;  (if you want brief technical details on what the 'compile' thing means, I can give them.)

The only workarounds I can think of are 1. uploading the game again with the other compiler mode but on a different page, or through a file sharing site (feels iffy because while I know I haven't changed anything since this release, I'm not sure anybody else can know for sure), or 2. you just get adequate assurance from others that it's a safe program. Like either that or someone running the jam gets in a call with me and I show them me compiling the game with 0 changes?? I dunno.

In either case, I'm very sorry! This is the first game anyone on the team has released, so we aren't certain how to avoid this kind of issue.

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Oh? I don't believe those should ever be checked in the wrong places. In fact the interact key bool doesn't show up in the textbox's code at all o,o I wonder what was going on? If it's more of a 'philosophical' disagreement of where/when they should each be used, fair enough!

Also, setting interact and jump to the same key won't let you progress. By coincidence I coded it such that it'll just start the rebind process again ^w^; But I also added the ability to use F8 on that screen to initiate it as well, just in case.

Anyway-- thank you! In total I wrote about 15k words for this over the course of a week. Was very intensive, and I'm glad it's over >w>

This is a cute little thing c: I hope Zat can glut even more in the future, hehe,,

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Ah, that makes sense c: Yeah I find that mutual gaining stuff isn't tremendously common. Especially this more 'equal footing' type of depiction, where they both tease each other and there isn't necessarily a pronounced power dynamic thing going on. Thank you again!

(And, I hope it didn't come across as though I took it as negative or anything! It was flattering ^w^)

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I adore this one! The aesthetics are great, Sorbet is a cute lil goober, and the weight gain(?) is delightful c:

I found a couple bugs though: If you inspect yourself in the mirror and then just, walk away, the "non-UI" parts of the screen darkened until the next time you buy syrup/juice. I think this happened in the second fat stage? So after drinking two syrup/juice things.

Also while playing the Breakout clone, the urchin flew off the top somehow >w> I assume because there were a couple quick collisions up there which prevented it from going down enough to 'free' itself.

Speaking of the Breakout - and I never thought I'd care enough to praise Breakout mechanics?? - I really like how the acceleration/deceleration of the urchin causes things to snowball! Because it only slows down a little bit every time you hit the ball with the center of the bread, it makes the game a lot more hectic than I'm used to. It's good! Same with it slowly accelerating if you hit it towards the edge, but that seems a bit inconsistent due to the much stronger angular effect also on the edge. Works very well anyway though c:

Yeah I figured it'd be fine if it just stayed on the end screen, but now that you mention it I could just make it fade out and reset the game if you press jump ^w^;

(F2 is always an option, but that one's a little debug-feeling hehe)

Thank you a lot! I'm curious what you mean by it being the "kind of cute gay" you wanna see more of o: I definitely feel similarly, but I wonder how much our underlying thoughts/reasons align. No obligation to reply though! c:

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Thank you!

That's not a bug actually, it's the game preventing the player from going to an area with too few ingredients remaining. I'll add some text which explains that though!

Edit: Okay actually it points to the wrong line of text in the current version >w> so it would take the wrong area off the list. Oops. Still, what you saw was kind of intended!

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Me and my little team are doing well c: I'm not very confident that all the gameplay visuals will get finished, but the mechanics and writing definitely will be - I've been working incredibly hard to ensure that. I'm pretty excited about it too! c:

I've also left writing to a little later, but that's by necessity - I built a text parser system that reads strings from a .csv, and can do some basic 'codes.' I've also had to program a bunch of other systems stuff as a prerequisite to writing, so it's only yesterday that I got to the point where it was really an option. I've definitively crossed that hurdle though, so now I can just grind writing & scripting out, plus the odd other asset or additional code.

So, very confident that we'll be submitting, it'll just probably have very inconsistent visual quality. Still feeling good about the project ^w^

I sent you a message on bluesky, though I may be a bit late hehe,, I'd appreciate if you could read it & respond c:

(I kinda forgot that bsky might not notify you super well, so I'm posting this comment just to make sure you're aware. sorry that it's redundant ^w^;)

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I'm compelled to write this to hopefully help, but I'm not sure if it feels condescending or redundant. I don't share an experience like the game's, just some relatively minor sexual trauma. Worried that my perspective is unhelpful as a result. But I think the potential for a positive effect makes this worth posting anyway. Sorry if this is unhelpful (and for how late this reply is).

For circumstances like the game depicts, I don't think it's accurate to view this kind of thing as a choice that someone made. Personal or impersonal, there's a lot of coercion going on which warps consent. Having the choice between dysphoric misery and a chance at change isn't much of a choice, especially if there's an influence like Sally to "softly onboard" someone, convince them that it'll be fine. Doesn't mean accountability doesn't exist, but 100% lucid decisionmaking is far from a given in a tumultuous life. Desperation and fear and exploitative systems can and do coerce, and their blame should not be placed upon oneself. Be kind to yourself.