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WeabooSatan

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A member registered Nov 03, 2019

Recent community posts

Now this is my kind of deck builder!

Alright, so my favorite card strategies are Timid, Greedy, and Polite. Greedy has those big plays, and Polite has a strong economy that makes me feel smart for making good decisions about when to play its card. Timid is an exceptionally satisfying and powerful strategy to use. It's very sneaky, and has a tendency to snowball and snatch victory in just a few turns if not managed by enemy Negates or Steals. One of the strongest playstyles I've found involves using Timid's "Unlock Potential" in conjunction with its "Hidden Eating" card to consume food and drink for triple its value at a discounted price. For instance, using this combo, you can discard "Big Soda" for +30% WG at a cost of only 3 Paw Coins (not counting the 6 you spent on "Unlock Potential"). With an aggregate cost of 9 Paw Coins for 30% WG compared to the ratio of 8 PC : 20% WG for "Burger Overdose" I would even go as far as to suggest raising the cost of "Unlock Potential" slightly.

Okay, so check it, Tricky could use a little help. "Infinite Drink", while making food access more consistent from the hand, does not have a high enough +%WG to be worth adding to the deck currently. "Food Duplication" and "Card Steal" both also cost a little too much, but that's just my opinion. "W.G. Pill" is great and practically makes up for all of the lackluster cards in the strategy.

On the subject of suggestions, it may be worth checking the wording of some cards in order to alleviate confusion. More specificity would help. As an example, cards like "W.G. Pill" and "Food Duplication" both refer to the 'next' or 'previous' card played and mean different things ("W.G. Pill" refers to the next card you play, while "Food Duplication" refers to the previous card played in the chain).

Please continue to expand on this game-- you've got a really neat idea for this project and much of the framework right now is solid!

( as a sidebar: it would be a fun~ alternate sort of game mode where instead of both players trying to fatten up their own character, they try to drive their opponents weight up to maximum first instead... it is called "feed battle" after all... ;> )

Right on! I hope that I wasn't overly harsh or salty, I really do appreciate that you're developing this unique mobile game and offering it for free!

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Heya! Been enjoying following the release of this game so far. My favorite game mode is the turn based food fight, since it makes me feel really smart as my combo chain progresses and I get to watch the character grow! 

Pretty much every update I've been checking in to see the new character and all of their sprites-- but unfortunately with this last update, the new character I was excited to see and all of the characters I've been enjoying playing so far were locked behind very difficult achievements.

That's fine! I don't mind unlocking things through the a challenge, since that can be a rewarding experience. However, as I said before, I prefer the turn based game mode. After a few days and only managing to unlock about half of the roster through the speed-based game mode achievements, I don't know if I have the skill required to keep enjoying the new content being added. It's especially stressful when you finally get an unlockable character to challenge you only to have poor RNG on food placement, or worse, the tiles suddenly stop responding and won't move.

I'd love to keep following the release of new content, and to get to see the new artwork being added to the game! I don't mind unlocking these things, though perhaps an "easy mode" would be helpful for people like me. ^^

Heya! I left a comment on version 0.2.1 last year to say how neat I thought the game was, though I wished for more of a challenge. I just wanted to say that I think you really delivered on that this time! Some of the optional fights towards the end of the demo especially pushed me to use the party's full potential. It felt great to beat Kalani on my first try after hearing how folks on the Weight Gaming forum were struggling with the fight. >:D


Consumable items to recharge FP are a very welcome addition! It felt better to use high FP cost abilities knowing that I could replenish that FP with an item if I think that I'll need it. I had a lot of fun playing around with the Gadgeteer profession, since she has such a unique way of buffing party members. The changes made to the Lipomancer also make fights in the early game more interesting with the option of mass expansion status infliction at a lower level. Of course, I think the Fighter and the Cinnamon Roll will always be my favorites! "This is what it means to go even further beyond!!"


Finally, I thought that the arena was a really neat idea! A boss rush mode without healing in between fights and scaled up boss encounters sounds like an awesome way to test your skill and your party's strength. Also, I was a little sad that Valcano Bakemeat didn't make a return for the Boss Rush mode! ;-;


Keep up the great work! This has been an awesome project to follow so far!

This game is seriously brilliant and creative. I love all the subtle intricacies, like how Expansion Statuses are mutually exclusive, allowing you to inflict party members with one to protect them from others. I think it's really neat how party members compliment one another with their abilities, and it's fun to adapt your strategy on the fly based on which statuses are in play.

At it's current difficulty, the game can essentially be brute forced without playing around with statuses or team comps, but wouldn't you much rather style on your enemies-- turning them to blueberries and buffing your party's knowledge before unleashing a massive wipe on the next turn? It makes me wish for a challenge mode which demanded that kind of forward thinking. Imagine a cruel and unforgiving castle which removes the healing aspect of the crystals and limits the amount of status clearing items such as deflators and dejuicers, or has enemies acting more frequently in combat with more impactful moves. There would be no escaping Caer and Company's bloated fate!

I would definitely recommend this game for its strong and satisfying combat. The tone is mostly lighthearted with a few moments where the party feels shock or despair, though it's an enjoyable romp with characters that grew on me. The setting feels very much alive as areas you visit see their NPCs later succumbing to the castle's influence, creating a sense that the game's antagonist is always closing in.

I hope this title continues to see updates from its creative and talented developer!