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Yunyanite

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A member registered Nov 10, 2020 · View creator page →

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It's a maybe. I'd like to avoid repeating existing puzzles in this genre and from this game, but if I can't think of enough stuff to warrant a sequel, then I think I'd just update this game instead.

Hey, sorry to hear that the game isn't performing too well on your device. I've been making note of all the Android-related issues so far, but until I can replicate these issues on my end, I'm afraid I don't have the knowledge necessary to further optimize this game or blindly fix any underlying causes.

All I can really say is that this game has been tested to run smoothly on Android devices manufactured since 2022. Older, lower-end devices will probably struggle to handle the game's physics stress, but unfortunately I've already exhausted most of the common optimization tricks by the book, and I've been rather limited in finding any new ones right now. Sorry for the inconvenience.

it causes every screen transition to have a one in a million chance to briefly show a small trollface

it's just a joke, you don't need to do anything for that

The credits doesn't actually have a win screen, it's just interactive for funsies

A star is awarded whenever you get a score of at least 500 in a level, which usually means having:

- a clear time of under 32 seconds

- all donuts collected

- a continuous, max-inflow stream of jelly being piped in during the 4 seconds between clearing the level and the results screen 

Having an earlier clear time gives you some leeway on the 3rd criteria, but generally the scoring is supposed to be pretty strict for the trickier levels.

It's a challenge system I put in place since I personally enjoyed figuring out strategies and routes for these levels. For world 1 - level 5, my strategy is to wait and let the jelly pool up at the bowl-like peanut butter formation to buffer enough jelly for continuous feeding, and then I'd try to dig in a way so that the jelly doesn't fly above the last stream to avoid bunching it up in the air.

As for the automatic cutoff system, it's there to prevent having to wait too long before pulling up the results, but I'm definitely thinking about some possibilities to make it slightly more forgiving for the scoring.

Well... damn. I'll try to look into a fix for this, but I've never been able to reproduce this glitch on any of my games so far.

oops, I gotta add that to my bug tracker

still, a 0-gain run is an impressive achievement nonetheless

holy cow, doing that in just 3:40 is impressive af

I actually originally had it so that food capacity would grow regardless of nutrition, but that ended up being difficult to control (you could eat everything on floor 1 and steamroll the rest of the game), so limiting it to nutrition intake just felt like the most natural way to curb it. 

I do agree that the mechanic itself is a bit obtuse, so I'm thinking about putting an in-game blurb somewhere to help explain that in a later patch.

The nutrition-to-weight growth is supposed to be linear, but the actual calculation is a bit funky since I used integers for a lot of the weight stuff.

Basically, for every 3 nutrition, 1 lb is distributed to the belly, 1 lb to the thighs, and 3/4 lb is distributed to the chest (rounded down after sum).

This results in stuff like:

10 nutrition -> 8 lbs

11 nutrition -> 8 lbs

12 nutrition -> 11 lbs

I actually hadn't noticed any of this until you pointed it out, so good catch btw

There should be a secret room on each floor in endless, but the larger map size might be making it difficult to find.

nah, the cola and mentos are the only combo items to eat

I don't have any recommendations for books or videos tbh, but if you're looking to make a game for the first time, then I'd try out Godot. 

There's a lot of starter tutorial videos for making games in Godot, and the engine itself is reasonably beginner-friendly. I also found Godot to be the best for making my games so far.

No matter what you use to make games though, it's all about starting small and making simple things like Pongs or platformers before moving on to bigger game ideas. Experiment, learn stuff, and try to have fun.

eating the NULL_EXCEPTION gives you a bunch of nutrition and very minor chest growth

Is there a specific feature or topic you would like to know more about? I think a general summary is too broad for me to write about.

So, I mentioned before in the latest update log that I've paused content development updates following the closing of the jam to work on other things before returning to this game, and I'd like to clarify that those plans are still ongoing. I'm currently working on a different weight game project so I have the experience of fully completing a mid-sized game in order to comfortably manage a bigger scope project like RogueWeight. In the meantime, I've been keeping a list of user suggested ideas to play around with later, and I will be making note of yours as well. 

Regrettably, I've been working as slow as a snail for the past month. The game jam period was when I had the convenience to fully focus on getting stuff done, and I was hoping to maintain a slower but respectable pace for what I'm doing now. However, this past month has been rather taxing on my personal life outside of this, so unfortunately my dev schedule has been awfully sporadic.

I understand your concerns about abortive development. I'm aware I haven't made any announcements or posts to showcase anything else recently, and that's partially because I'm conscious about keeping things under wraps until I feel ready to talk about them. However, I would like to reassure you that I don't intend to keep RogueWeight in stasis forever. There's a world I do want to build with this specific player character that I can only do with this game. Moreover, the amount of support and engagement this jam version has received still continues to defy my expectations even today, and I would be a fool to let that go to waste. That's why I've put aside pursuing further game ideas so that once I finish my other game project, I'll be resuming content development for RogueWeight.

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One particular mechanic I would like to play around with later is being able to encounter a really washed-up version of your character from a previously failed run (akin to a bones file from Nethack), so I suppose having sex isn't off the table. 

That being said, I don't intend to develop big, overarching features like owning a house, completing daily missions, or building a city. To me, these features sound like objectives for significant long-term meta-progression, but I'd like to keep that down to a minimum for a roguelike. I want to design RogueWeight to have value in how a player experiences a run, and not necessarily what a player expects to gain from trying to complete one.

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When you spawn on the boss floor, eat the south wall in the starting room, and it should open up a secret room with a hole like shown here:

I'm not too sure if I understand your question, but that's the largest visual size Erith can grow to

This is a pretty cool guide!

Although you'll have to thank RNGesus for the coke and mentos, not me. I think you just got really lucky with the item spawns, haha.

Yes (hopefully), but I'm probably not going to update this page specifically. I intend to make a separate game page when I get there.

I'm currently working on a few side projects, so unfortunately future development is paused for now.

I haven't been able to reproduce the glitch on my end, so I'm not too sure if I can fix it.

I've only tested out the cheat code on my computer and my phone, so I'm not too sure how to troubleshoot that. Sorry.

The pinch and konami code are the only two ways to active the cheat in-game, but the cheat toggle is saved as a boolean value under "NO_MILK_RESET" in the options.ini file (same directory as the save file), so if you're willing to do a bit more digging, I guess you could try flipping a 0 to a 1 somewhere.

This is a very nice write up! I actually didn't know how the save files were internally structured by Godot, so I enjoyed reading about your technical dive into save editing.

I definitely would like to figure out a satisfying way to incorporate size effects. Not too sure what'll come out of it, but I'm thinking about experimenting with some of the stuff you've mentioned as a starting point.

you actually found most of them, there's also a room filled with bombs and swords, and an ultra rare room filled with giant dew drops

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i'll think about it, but no promises

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oh wow, I don't think I've seen this bug before

it could be a mobile specific issue, but I'm not sure

After looking into it more today, I'm ready to say a mobile port is work in progress!

holy cow, you did a LOT

Milk bottles can occasionally* be found off the ground while exploring, and drinking milk increases chest size after sleeping.

*you can either blame RNGesus or me if you somehow didn't find any milk in your run

No guarantees, but I’ll put that on a backlog and work on it once judging is over.

I don’t have a discord server or anything like that, sorry.

I’ve posted an animated guide in the neighboring reply. Sorry about the confusion, hopefully that clears things up a bit.

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First, check that you’re playing on the latest update (I haven’t updated the browser version yet as of writing this, sorry about that)

Next,

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Click to reveal

Once you reach the boss floor, eat any of the walls south of the room you spawned in. This should open up a secret room containing a hole leading to the first endless floor.

Spoiler Text Test Once you've reached the boss floor, eat any of the walls south of the room you spawn in. This should open up a secret room containing a hole leading to the first endless floor.

An endless mode is work in progress!