To clarify: the option will reappear once it's available again.
Oakfells
Creator of
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This probably isn't the game for you then. It's not about losing being an alternate way to progression or a handout, but rather the mindset of just rolling with whatever happens, and in turn experiencing a diverse mix of outcomes and events in a given playthrough. It's a pretty deliberate and fundamental part of the design that I stand by. Again, I *am* interested in making an actual game - things like this are just as important to me as the kink themes.
As for player level, progression already happens through acquiring new cards and deckbuilding - in a way it's a more subdued and organic version of a levelling system. One thing I will note about opponents with starting fitness: it's not a special benefit opponents have - often it actually compensates for an advantage on the player's side: a larger Wgt range. That being said, there *are* plans to let the player gain starting fitness of their own.
Aside from Russell, there is one more event that raises max Wgt - funnily enough, it's tied to one of the losing branches.
The difficulty is definitely something that is constantly being fine-tuned, so it's possible some of the fights will get tweaked in the future. Admittedly, a lot of the key opponents tend to have pretty strong unique cards as a way to compensate for the CPU not being good enough to make more interesting plays.
Though, to make it clear: it is a very deliberate choice to have fights - especially notable ones like Bucky - feel like they could go either way. Because the game keeps on going even if you lose, the difficulty is designed in a way where you're not expected to win every fight - the losses can be more narratively interesting, and in some cases even give rewards different from the winning branch.
Based on the remark about "invalidating your win with Bucky", it sounds like part of what's causing your frustration is the expectation that you should be winning every fight, and that losing is bad - which is fair if that's what you're looking for in a game, but it isn't really what this one's trying to do.
I am genuinely interested in playing around with the medium and making a proper game - if all I wanted to do was be horny, there are many other much easier ways to do that that don't involve the amount of workload that game development requires.
That's right, none of the storylines in the game are fully complete yet. You can check which storylines you've seen in full so far using the Journal. The latest entry of each respective character should have a notice at the end along the lines of "You've seen everything there is in this version".
And yes, this is currently the newest version of the game (but if you're playing the web browser version, that one only features part of the game and there is more in the full downloadable versions)
I mostly try to keep the body types as varied as possible when designing new characters, and for now I'm quite happy with the balance! It's more so the fact that past a certain point, even beer bellies start to lose shape, and while I get that a lot of people would quite like to see a more exaggerated and rounded shape, I personally prefer to lean a bit more into realism while drawing people. Considering how many people are asking though, there might a character or two like that at some point!
As for more body types for the player character, it is by far the most requested feature for the game, but unfortunately it's not very likely to happen because it would increase the workload for additional sprites, such as clothes, by an exponential amount.
The game does indeed start on 3/1 (it's the date, not the amount of days since the start of the game)
Your current save files will be just fine if you choose to play past the date limit. The option's just there so you can explore the rest of the game without breaking events that are going to be added to future dates.
(Spoilers)
Note: some of these only become available/continue once you progress enough through the main story.
- Beau is the barber, you'll likely have to call him on the phone to continue.
- Ted and Darwin are the fishermen you meet when fishing, Ted is available during weekends and Darwin becomes available later during other days.
- Ricky's in the hospital.
- Akello is a ranger you run into in the forest when you're attacked by Tom while he's working.
- Arnold's appears at night only during weekends and Wednesdays.
Regarding Vernon: the deck I beat him with during testing contained all cards obtained in the intro except for Mutual Gaining and Raid the Pantry (don't forget to equip Keep Pumping after beating Tom). If you beat Tom as efficiently as possible, that is to say end up at least anywhere below 30 Wgt (not necessarily using the same deck as for Vernon), and have a lot of luck against Vernon, you'll eventually get it. That said, he isn't meant to be beaten, and as such, I don't plan on locking any significant events behind achieving that. The dialogue already has some variance at several places though, including one of the new storylines added in 0.4
For now, there aren't any plans to add other methods of gaining Odious Zest.
The energy drink material drop was bugged in the initial release of 0.4.0. There's already an updated build on Patreon that fixes it, which should also restore the item in saves where you've already beaten him.
I currently have someone working on a Polish translation, as well as an offer from someone willing to do German, but no one for Chinese so far. It's all unpaid volunteer work though, so it's being done by people who like the game and just want to contribute, which I'm very grateful for. There is already quite a lot of text in the game after all, and only more to come from here on out, so it's a massive undertaking.
