It actually a lot more simple than it looks and you need RAR to extract most files. You can find that on the play store and it looks like a bunch of books.
If I remember correctly you have to extract the file, Click on the HTML and hit whatever browser you mainly use. It didn't work as well for me on internet but it worked better on chrome. But if it works better like that for you then that is ace. Also there is a chance that images might not work but that is slim.
Hi im having an issue where there is no audio. i checked the in game settings and everything looked fine, am i missing something or is this a browser issue? (Really fun game btw)
Is there perhaps aother way to get the full game? I don't have a credit card so i cannot support you on Patreon.. And PalPal is demanding i add a credit card as well so i still have the same issue
Hi, I'm really enjoying the game and look forward to the next update. I have some feedback that would improve the experience in my opinion.
I think more sound effects (especially fattening and stomach sound effects) would improve the experience. I think that the Sovereign boss is a bit too easy to defeat, bull-rushing her exclusively seems to work every time, and it's bit too easy to pull off. I think that there should be more weight stages for the playable characters (I'm aware that there is 8 already, maybe 10 or 11?).
That's all, I really enjoy the game and I will continue to support your patreon in the future. Good luck and well done!
Having Tried the Patreon Version, and been here for a few updates, and asked for feedback, i will say this.
Spoilers Below for thoose who have not played
Part 1: what exists so far:
For frame of reference i typically play a defensive, Pommel Strike and Drowsing Dart Defensive, while typically having my backline guarded. This is very effective in this patch and I typically have to choose the dumb event options to try make game over a possiblity in battle. Which i Typically do to challenge myself.
The Penetentiary as is, is mostly fine for a stage 1. I even prefer it's cyber aesthetic to stage 2 as i feel it gives the game more of an identity than generic fantasy that is stage 2. The boss feels manageable/ challenging in a gratifying way.
The main issue it shares with stage 2 is that Elite combat, is the more risky pick than miniboss. With Executionar and Royal Champion+friend, you know what your picking. If you get Overseer or Ravager on stage 1/2 respectively, they're typically more punishing than just picking the miniboss. Honestly Ravager is the hardest foe in the game, she typically puts 400 weight on sakura on average whenever i see her, even while i try to blitz through the fight. I typically play on hard mode, never recharge energy, i'm fine with that level of difficulty, but i understand it might not be intended for Ravager to make the Sovereign look like a joke.
The Soveriegn feels easier than Reaper's Rest, The Warden, Ravager, Royal Champion and even executioner. Even before i understood you didn't even need to beat her minions to win. I think she's the enemy who needs a tone up the most.
My Favorite Event in the Game is Gourmand, it's not even close. I am trying to make it more challenging, but I always ask for Possesion. She also is an amazing tool to explain why the party will blitz through battle, and then proceed to get fattened beyond belief despite any good judgement. If i would make two changes with her they would be this. First,she should give Crit+ not barrier, She should encourage high risk aggressive plays and should never prevent the party from not getting fatter. Ideally this Crit+ should be given to a random party member to make her extremely powerful but unreliable. Two I wish I could always receive Gourmand at the start of the run on a random party member as a run starting option, available from whenever she first leaves the party. Did i mention i really love Gourmand.
My major complaint is that it needs more content, which is a much better problem than a major structural gameplay fault. Give yourself a pat on the back.
I know game design is really hard, and i appreciate all the work that has gone in so far.
Part two: Future Content?
A fix for some of these issues is alternate minibosses and bosses.
Here's some concepts, Please steal or discard as needed/wanted:
Miniboss dialogue for characterization, keep it short keep it sweet.
Now for a probably too long list i made for new enemies to fight the party. They are designed to not step on the niches of existing units with the mechanics so far implemented.
Alternate bosses should require beating the regular boss first and should acknowledge their previous defeat, with the current fight being the result of the previous defeat.
New Stage 1 Enforcers:
Technician, throws out weak plasma burns with a blowtorch and a zero damage stun with a taser. More about disrupting the party and being annoying then a threat. The enforcers who keep the prison functioning, not beating prisoners and is unhappy that they're asked to fight the party. Strong against Plasma burns, but weak to Physical. The goomba of the roster.
Watchwoman, has two actions like the captain, along with the same pistol, but instead of throwing enemy party wide buffs, throws party wide debuffs on the party. Exposing guarded members(remove guard buff and give vulnerable), destroying dodge tokens and making coming out a fight unscathed a pain, punishing defensive play. Strong against Ion, weak against Kinetic.
Interrogator: These all blackclad skullmasked Enforcers extract compliance through sheer fear and brutality. Weakening a party member with intimidating threats, and dealing lowish hemorphage with wicked knives. Weak agaisnt Plasma, strong against Laser
Stage 1: Minibosses;
Prison Riot Control: An unrelenting wave of Enforcers descend upon the party, It's three at a time but they replace any fallen with a backup enforcer instantly,with their three reserve troops. for balancing/Speed reasons you might give them reduced health to make the game faster.
The Infernal barrister, The Demonic Jailhouse Lawyer who is willing to give prisoners a lighter,( joke intended) sentence, with some service to a certain Goddess corrupting demon as a fee. An Early stage three demoness, who is weak to Lumionous, and strong agaisnt Infernal. More of a stage 3 teaser enemy who never Buffs themself, but attacks primarily through a dizzying array of debuffs. Beware the fine print.
Stage one alternate boss:
Prison Inspector:
While the party confronts the warden, a demonic prison inspector sent by Xylana is aghast with the sorry mess the party leaves in their wake. She dismisses the Warden due to her failure to keep order in her own prison and confronts the party. As opposed to to the warden who is a single target monster. The Inspector spends her 4 ations preparing for their aoe fiery Infernal sentence as their final action. Either Disarming with a physical tail strike, Giving an Evasive dodge+ to themselves, preparing judgement with two crit tokens, or toxic touch of her claws. She's strong agaisnt Lawer, but Weak to Ion. Essentially a remix of the Warden who switches up every mechanic for a different one.
Stage 2:
New Keepers:
Palace Guards: These Gleaming Guardswomen raise their halberds to defend their large liege. Guarding the other keepers with while giving themself 2 counter attacks, as thier first move, and striking for physical prefering to target the backline with physical which also gives them another counter token. Strong against Physical, and weak agaisnt Laser. They are designed so that Astrid and Estelle don't want to target the enemy themselves, lest the squisher party members take the counterblow.
Bards: two turned hobbit like Musicians who buff their fellow keepers with their enchanted flutes. Giving tokens typically with block and strength, or dodge+ and taunt .They'll also play pied piper handing out a disarming tune to the opposition. If all else fails they'll try tempting the party with some pocket candy for pitiful feeding damage. Weak to Kinetic and Plasma, and resistant to Toxic.
Monks: Yes really, these monastic disciples practice brawling techniques that would put their stage 1 equivalents to shame.
Stage 1 Minibosses:
Court Jester: The Support Equivalent to the Champion Duelist, comes with either a ravager or diabloist bodyguard. Don't know the mechanics, but it should be a chaotic fight. If her backup goes down, she should also enter a beserek aggressive state like the Duelist if she is alone. Like her counterpart she has two turns. Weak to Kinetic and Physical, strong agiasnt... I assume the champion Duelist is weak against Toxic, but can't use it, so she has that Unlike her her Smiling and Confident sister, the Court Jester is a sad clown dressed mostly in black.
Bosses:
Dragoness: This giant Dragon Girl sits atop a hoard of food that used to be this Palace's 5th Kitchen(it has alot of those), shares plenty of her delicious hoard to the party. She come with no backup unlike the other minibosses and bosses on this stage and really doesn't need it. Will burn the entire party with her breath which starts out pitiful, but will double in potency every round, which can quickly spiral out of control. Completely Immune to Stuns and Disarms. The sovereign Sics her on the party on a whim instead of fighting them herself, the Dragoness responds to this insulting command by instantly defeating the Sovereign in a single flaming and fattening breath before she turns upon the party. Notably her breath needs a little time to recharge, giving the party a chance. Weak agaisnt Luminous, strong against Laser and Ion.
Twin Champions: The Jester and the Champion Duelist Team up, despite hating each other on orders of their sovereign. Who is notably absent as she is busy eating comfort food to soothe her wounded pride from her previous defeats. She ordered these two to bar your path in her stead. They both have two turns and are identical from their previous fights, beyond the fact that they are each other's backup now.
Part three: In a future Far Far away... (Stuff i hope, but don't expect to see soon.)
So Currently while i like the cast I have a probably too hard request. More Player characters, I like the balanced roster of four, but would like to switch them out with more party members that can be rescued/ unlocked within the expanse.
Lucille would be the first, coming in with a Luminous/ physical Kit, she would likely be a somewhat different take on Sakura and Estelle. Coming with Guards/ Heals/ and moderate damage one would expect from a paladin. She would join the cathedral should the party see her event after beating the Sovereign for the first time. Seeing that unless something is done about the Soveriegn's Patron she would request to follow them to the cathedral so she can join them on expeditions to strike the heart of the problem. As to be expected If she's in the party, you can't get her event in the palace.
Other possible future party members could include, A spy/potioner coming with cloak and toxins, . An out of place Chef who specializes in Feeding the enemy, and clears bad tokens on the party at the cost of . A turncoat demon who hates Xylana more than words can describe, has a very aggressive playstyle that gives herself bad tokens for big damage now,(would ship with the paladin). Maybe Mara and Kassandra could be secret characters? Probably not.
I understand every new character would require writing them in, and writing the current characters out of so many events. I don't know If it's feasible or not, but being able to run with different parties each run would add incredible replay value.
Thanks for asking For Feedback, and I hope this is the help you were asking for, feel free to use or not at your own discretion.
And everyone Jupitarian or not who reads this, i hope you have a fulfilling day.
Lots to go through here! I appreciate the extensive feedback.
Ravager is definitely very strong right now, but that was intentional. I plan to make some balancing changes that bring the rest of the enemies closer to her level, and she was a first step towards more of a challenging game. This change will be gradual, however, so as to not upset the balance in an extreme way.
Lots of very cool enemy ideas here! While I don't want to give much away, I will say that some of your suggestions are very close to content that is already planned (for example, the Virtuoso is already going to be added as a bard-type enemy in the next couple of updates).
More party members are also coming. The next update is planned to add a new support party member, and the identity of this character has already been confirmed in game.
As always, thanks for such thorough feedback, and I hope that you have a fulfilling day as well.
I received your notification of the Patreon post and wanted to give my insight a little. Please know that I don't mean to be rude and would like to apologize for anything.
The reason you don't receive much feedback is because of a very simple reason, besides you said that the update seems to be positive, but you just avoided the worst scenario, and I'll explain it as quickly as possible. The main problem was that you separated the game as a public version and a Patreon version only, this is where the problem comes in that you previously launched the version v0.1.1 with a lot of content and that was a great action, as it brought a lot of public to play your game, Just like those who wanted to support you on Patreon, in v0.1.2 you decided to separate the game from the public and Patreon, you ended up not only making the future public not have interest in the game like before, but you also took away a lot of content from version 0.1. 1 for v0.1.2 publishes that there is nothing that people can give as feedback when it seems that the update only brought them losses, remember when I talked about having avoided the worst case, so the people/public not only respected the decision you made in this current update, where they would decide to stay silent in the process, making you only receive positive and nothing negative, this is bad, really bad, as this makes them stop giving feedback and having an honest comment or criticism about the game, not to mention other problems this causes. I really apologize if I ended up offending you or something I said, I speak from experience of seeing games take this type of path, it's a headache later when the problem gets out of control, it's my honest answer to resolve this, it's not do this kind of thing where you separate the public and patreon versions, more specifically the detail that you have removed a lot of content that previously existed in v0.1.1 and it is only accessible for patreon only on v0.1.2, just release all the content to the public and use the patreon version for people where those who follow you on Patreon can access the new version sooner before the public.
Thank you for reading everything and I hope everything goes well for the game, always try to love the audience that is playing your game, this audience will definitely return you with love and affection to the point that they will be willing to support you and give you various types of good and bad feedback.
Have you considered putting the supporter versions for sale on itch? I'd really like to buy the supporter version but I don't wanna put my actual card on patreon and they don't take prepaid cards.
just one question, do you plan to release the patreon version of FATACLYSM v0.1.2? if yes, when do think or plan is good time to release?
I really love and invested on this game, both content and history, for now i thinking on review this game more detailed here, because i can not afford patreon to support you right now, so i going to support you making criticism of the game, it the only thing i can do for now haha. That why the question from the start.
PS:and i say this again, i love this game, continue with great work bro! see you next time here.
1. Story. The story is a bit all over the place, the sections of the "Expanse" not really fitting together, sounding like you got two places and rammed them into the backs of one another. They are all part of the same place, right, so why the portal? Might be better if they are pocket dimensions that have been influenced by the Xylana and Stranger, portal would work. Layers of hell. Teleportation portals would make the current situation work. Just suggestions. Descriptions are great. The "choosing" part of the game is way too limited, only giving you the options between type of encounter. Maybe different types of event too (i.e. Reward Event, Encounter Event, Friendly Encounter)? That would increase possible routes and replayability. The intro is quite long, and you mentioned WG sequences. The only real sequences there are that of Aria and the standard Gameplay images. An individual Aria special sequence would be quite cool as an addition.
2. Combat. The combat is a bit bugged (e.g. Hyperspeed Slice on a Laser Weakness, Mark energizing) but is overall well designed, although a sort of token dictionary or key might be easier than hover over symbol. The weight gain images are well polished and consistent, although the Penitentiary enemy immobile images are basically the same with different clothes. Better body variation in Palace. The Eidolic Infection is cool as an idea, but the red is too dark and makes it quite difficult to read description on the black background. In the Palace, I am struggling to find what some of the resistances and weaknesses are. Even still, it is quite simple to beat the Sovereign with just brute force. And that's my final problem, there isn't much skill going on, or if there is meant to be, just spamming certain attacks or combinations of attacks seems to defeat the need to actually think about your attack.
3. Images. You have made quite a lot of Estelle WG images, having her own special cow sequence and an ending, which is good, but I would like to see sequences from other characters, as the potion just has the others with big tits, Aria doesn't really have her own actual sequence, and Astrid and Sakura's ending feels a bit lacking. As previously mentioned, you probably want to re-work some of the Penitentiary images to give them more distinction, particularly the Captain and Overseer immobilized images. Other than that, the images are consistent and look great!
4. Events. They are way too limited. I do get a bit sick of scrolling through the whole "Sakura Stuffing" sequence, and the reward is nowhere near proportionate to the amount of description. The feeding tube event is OK, watching them get fatter is quite nice, but having to actually click through up to 30 rounds of numbers going up is annoying (Special Immobile Image There?). In the palace, the Gourmand thing is kind of cool, but there is literally no difference from the options, except a comment or two occasionally and Infection. Infection a nice idea, but slightly overused, as you have to get it from the Gourmand and the Diabolist will give it to a character. Banquet rich for more weight gain debacles, but it leading to the standard end is disappointing. The Sous Chef could be stuffed by Sakura for Core of Excess. Sovereign end underwhelming, same with Warden ending. Same 4 endings a bit boring, give it some variety like 3 standard endings for each area (e.g. Penitentiary might be Aria stuffing, Warden personally seeing that they are all immobile, the Stuffed Guard having revenge, something like that).
Overall, a potential good game in early development, riddled with tiny bugs and room for improvement. Still the best fat fetish twine game I've seen. Keep up the good work!
Hey, I appreciate the very length review and I'm happy to hear you ended up enjoying the game despite your criticisms of it. I believe comments like this come from the people who care the most, even despite the negative points you bring up, so trust me when I say that I'm glad you provided your thoughts.
Still, I simply can't ignore the fact that several of the things brought up in your review are very uninformed and/or entirely incorrect.
You say that more encounters should exist, and bring up friendly encounters as an example. Correct me if I'm misunderstanding, but are you saying that friendly encounters should be in the game if they aren't? Because they are in the game already. There's one in the Palace. (I'm probably just misreading your wording, though, so this isn't a huge deal)
The "bugs" that you bring up aren't bugs, as explained in various places in the game. You say there should be a token dictionary. There is one. If you took the time to read the tutorials or look at the menu, all of these features would be incredibly obvious.
You complain about having to scroll through the Penitentiary stuffing event when there is literally a button to skip it and fix your exact issue. You say the Gourmand event has no variety, when it's one of the most expansive events in the game and has differing outcomes for every choice that affect runs in different ways. You say the Infection comes from both Gourmand and Diabolist, but the two different afflictions they each add are wildly different.
The genuine criticisms of your review I can appreciate, like the lack of variety in events and the lack of images for some characters and scenarios, and I'm going to be working on this stuff in the future. However, I don't understand how you talked about so much of the game's content and still provided such a largely misinformed review.
Like I said, I get that this review is well-intentioned, and I don't want to push away someone who enjoyed the game enough to provide so much feedback. However, I would urge you to do a bit more research and take more time to verify your claims before posting so much criticism in the future. Despite that fact, though, I'm still grateful that you took the time to review the game at all.
I am so sorry that a vast amount of the comments and notes were wholly/partially incorrect, it changes my view on the game itself entirely. But there is some information in the tutorials that isn't mention in the introduction, and if you were to encounter some of these mechanics in the main game, you would probably pass it off as a bug. The final line of my review, on reflection, was massively exaggerated, and I apologise.
can we get an option to increase agility as well as permanently upgrade an ability, with multiple upgrade levels so the normal upgrade points aren't rendered useless once you manaage to permanent upgrade every ability
unfortunately i can't see the pictures in the dialogue box's. only the characters in the sidebars. i'm guessing the html is not running some of the data files when i open it. a misfortunate setback but an absolute amazing job so far, keep it up.
you made Grandmaster of Gluttony which I played & enjoyed it I just did my first run of this game was great but kind of hard to navigate the floor boss after recieving the chest the boss at 500hp for me is kind of hard tbh each character has only 200hp+.
← Return to game
Comments
Log in with itch.io to leave a comment.
Is it possible to play this on mobile
Yes but its awkward at best, but on an ipad its even better.
How do you play it on mobile?
It actually a lot more simple than it looks and you need RAR to extract most files. You can find that on the play store and it looks like a bunch of books.
So like. How do i play it?
If I remember correctly you have to extract the file, Click on the HTML and hit whatever browser you mainly use. It didn't work as well for me on internet but it worked better on chrome. But if it works better like that for you then that is ace. Also there is a chance that images might not work but that is slim.
echoing what i said already in the comments... I still think astrid should be green... fr...
:thehorror:
can you choose player gender?
No, the protagonist and party members are all female.
Hi im having an issue where there is no audio. i checked the in game settings and everything looked fine, am i missing something or is this a browser issue? (Really fun game btw)
Did you extract the file?
Beat the demo and it is unironically probably the best weight gain game out there
When might The Palace be released to the public, or is it not finished yet?
Is this playable on mobile?
I'm really curious about replacement party members. I hope they are coming soon!
I think you should make astrid green or something.
Is there perhaps aother way to get the full game? I don't have a credit card so i cannot support you on Patreon.. And PalPal is demanding i add a credit card as well so i still have the same issue
А андроид будет
Hi, I'm really enjoying the game and look forward to the next update. I have some feedback that would improve the experience in my opinion.
I think more sound effects (especially fattening and stomach sound effects) would improve the experience. I think that the Sovereign boss is a bit too easy to defeat, bull-rushing her exclusively seems to work every time, and it's bit too easy to pull off. I think that there should be more weight stages for the playable characters (I'm aware that there is 8 already, maybe 10 or 11?).
That's all, I really enjoy the game and I will continue to support your patreon in the future. Good luck and well done!
Excellent Game thanks for the updates difficulty was a bit hard on main floor bosses mini floor bosses weren't as much a problem though!
Having Tried the Patreon Version, and been here for a few updates, and asked for feedback, i will say this.
Spoilers Below for thoose who have not played
Part 1: what exists so far:
For frame of reference i typically play a defensive, Pommel Strike and Drowsing Dart Defensive, while typically having my backline guarded. This is very effective in this patch and I typically have to choose the dumb event options to try make game over a possiblity in battle. Which i Typically do to challenge myself.
The Penetentiary as is, is mostly fine for a stage 1. I even prefer it's cyber aesthetic to stage 2 as i feel it gives the game more of an identity than generic fantasy that is stage 2. The boss feels manageable/ challenging in a gratifying way.
The main issue it shares with stage 2 is that Elite combat, is the more risky pick than miniboss. With Executionar and Royal Champion+friend, you know what your picking. If you get Overseer or Ravager on stage 1/2 respectively, they're typically more punishing than just picking the miniboss. Honestly Ravager is the hardest foe in the game, she typically puts 400 weight on sakura on average whenever i see her, even while i try to blitz through the fight. I typically play on hard mode, never recharge energy, i'm fine with that level of difficulty, but i understand it might not be intended for Ravager to make the Sovereign look like a joke.
The Soveriegn feels easier than Reaper's Rest, The Warden, Ravager, Royal Champion and even executioner. Even before i understood you didn't even need to beat her minions to win. I think she's the enemy who needs a tone up the most.
My Favorite Event in the Game is Gourmand, it's not even close. I am trying to make it more challenging, but I always ask for Possesion. She also is an amazing tool to explain why the party will blitz through battle, and then proceed to get fattened beyond belief despite any good judgement. If i would make two changes with her they would be this. First,she should give Crit+ not barrier, She should encourage high risk aggressive plays and should never prevent the party from not getting fatter. Ideally this Crit+ should be given to a random party member to make her extremely powerful but unreliable. Two I wish I could always receive Gourmand at the start of the run on a random party member as a run starting option, available from whenever she first leaves the party. Did i mention i really love Gourmand.
My major complaint is that it needs more content, which is a much better problem than a major structural gameplay fault. Give yourself a pat on the back.
I know game design is really hard, and i appreciate all the work that has gone in so far.
Part two: Future Content?
A fix for some of these issues is alternate minibosses and bosses.
Here's some concepts, Please steal or discard as needed/wanted:
Miniboss dialogue for characterization, keep it short keep it sweet.
Now for a probably too long list i made for new enemies to fight the party. They are designed to not step on the niches of existing units with the mechanics so far implemented.
Alternate bosses should require beating the regular boss first and should acknowledge their previous defeat, with the current fight being the result of the previous defeat.
New Stage 1 Enforcers:
Technician, throws out weak plasma burns with a blowtorch and a zero damage stun with a taser. More about disrupting the party and being annoying then a threat. The enforcers who keep the prison functioning, not beating prisoners and is unhappy that they're asked to fight the party. Strong against Plasma burns, but weak to Physical. The goomba of the roster.
Watchwoman, has two actions like the captain, along with the same pistol, but instead of throwing enemy party wide buffs, throws party wide debuffs on the party. Exposing guarded members(remove guard buff and give vulnerable), destroying dodge tokens and making coming out a fight unscathed a pain, punishing defensive play. Strong against Ion, weak against Kinetic.
Interrogator: These all blackclad skullmasked Enforcers extract compliance through sheer fear and brutality. Weakening a party member with intimidating threats, and dealing lowish hemorphage with wicked knives. Weak agaisnt Plasma, strong against Laser
Stage 1: Minibosses;
Prison Riot Control: An unrelenting wave of Enforcers descend upon the party, It's three at a time but they replace any fallen with a backup enforcer instantly,with their three reserve troops. for balancing/Speed reasons you might give them reduced health to make the game faster.
The Infernal barrister, The Demonic Jailhouse Lawyer who is willing to give prisoners a lighter,( joke intended) sentence, with some service to a certain Goddess corrupting demon as a fee. An Early stage three demoness, who is weak to Lumionous, and strong agaisnt Infernal. More of a stage 3 teaser enemy who never Buffs themself, but attacks primarily through a dizzying array of debuffs. Beware the fine print.
Stage one alternate boss:
Prison Inspector:
While the party confronts the warden, a demonic prison inspector sent by Xylana is aghast with the sorry mess the party leaves in their wake. She dismisses the Warden due to her failure to keep order in her own prison and confronts the party. As opposed to to the warden who is a single target monster. The Inspector spends her 4 ations preparing for their aoe fiery Infernal sentence as their final action. Either Disarming with a physical tail strike, Giving an Evasive dodge+ to themselves, preparing judgement with two crit tokens, or toxic touch of her claws. She's strong agaisnt Lawer, but Weak to Ion. Essentially a remix of the Warden who switches up every mechanic for a different one.
Stage 2:
New Keepers:
Palace Guards: These Gleaming Guardswomen raise their halberds to defend their large liege. Guarding the other keepers with while giving themself 2 counter attacks, as thier first move, and striking for physical prefering to target the backline with physical which also gives them another counter token. Strong against Physical, and weak agaisnt Laser. They are designed so that Astrid and Estelle don't want to target the enemy themselves, lest the squisher party members take the counterblow.
Bards: two turned hobbit like Musicians who buff their fellow keepers with their enchanted flutes. Giving tokens typically with block and strength, or dodge+ and taunt .They'll also play pied piper handing out a disarming tune to the opposition. If all else fails they'll try tempting the party with some pocket candy for pitiful feeding damage. Weak to Kinetic and Plasma, and resistant to Toxic.
Monks: Yes really, these monastic disciples practice brawling techniques that would put their stage 1 equivalents to shame.
Stage 1 Minibosses:
Court Jester: The Support Equivalent to the Champion Duelist, comes with either a ravager or diabloist bodyguard. Don't know the mechanics, but it should be a chaotic fight. If her backup goes down, she should also enter a beserek aggressive state like the Duelist if she is alone. Like her counterpart she has two turns. Weak to Kinetic and Physical, strong agiasnt... I assume the champion Duelist is weak against Toxic, but can't use it, so she has that Unlike her her Smiling and Confident sister, the Court Jester is a sad clown dressed mostly in black.
Bosses:
Dragoness: This giant Dragon Girl sits atop a hoard of food that used to be this Palace's 5th Kitchen(it has alot of those), shares plenty of her delicious hoard to the party. She come with no backup unlike the other minibosses and bosses on this stage and really doesn't need it. Will burn the entire party with her breath which starts out pitiful, but will double in potency every round, which can quickly spiral out of control. Completely Immune to Stuns and Disarms. The sovereign Sics her on the party on a whim instead of fighting them herself, the Dragoness responds to this insulting command by instantly defeating the Sovereign in a single flaming and fattening breath before she turns upon the party. Notably her breath needs a little time to recharge, giving the party a chance. Weak agaisnt Luminous, strong against Laser and Ion.
Twin Champions: The Jester and the Champion Duelist Team up, despite hating each other on orders of their sovereign. Who is notably absent as she is busy eating comfort food to soothe her wounded pride from her previous defeats. She ordered these two to bar your path in her stead. They both have two turns and are identical from their previous fights, beyond the fact that they are each other's backup now.
Part three: In a future Far Far away... (Stuff i hope, but don't expect to see soon.)
So Currently while i like the cast I have a probably too hard request. More Player characters, I like the balanced roster of four, but would like to switch them out with more party members that can be rescued/ unlocked within the expanse.
Lucille would be the first, coming in with a Luminous/ physical Kit, she would likely be a somewhat different take on Sakura and Estelle. Coming with Guards/ Heals/ and moderate damage one would expect from a paladin. She would join the cathedral should the party see her event after beating the Sovereign for the first time. Seeing that unless something is done about the Soveriegn's Patron she would request to follow them to the cathedral so she can join them on expeditions to strike the heart of the problem. As to be expected If she's in the party, you can't get her event in the palace.
Other possible future party members could include, A spy/potioner coming with cloak and toxins, . An out of place Chef who specializes in Feeding the enemy, and clears bad tokens on the party at the cost of . A turncoat demon who hates Xylana more than words can describe, has a very aggressive playstyle that gives herself bad tokens for big damage now,(would ship with the paladin). Maybe Mara and Kassandra could be secret characters? Probably not.
I understand every new character would require writing them in, and writing the current characters out of so many events. I don't know If it's feasible or not, but being able to run with different parties each run would add incredible replay value.
Thanks for asking For Feedback, and I hope this is the help you were asking for, feel free to use or not at your own discretion.
And everyone Jupitarian or not who reads this, i hope you have a fulfilling day.
Lots to go through here! I appreciate the extensive feedback.
Ravager is definitely very strong right now, but that was intentional. I plan to make some balancing changes that bring the rest of the enemies closer to her level, and she was a first step towards more of a challenging game. This change will be gradual, however, so as to not upset the balance in an extreme way.
Lots of very cool enemy ideas here! While I don't want to give much away, I will say that some of your suggestions are very close to content that is already planned (for example, the Virtuoso is already going to be added as a bard-type enemy in the next couple of updates).
More party members are also coming. The next update is planned to add a new support party member, and the identity of this character has already been confirmed in game.
As always, thanks for such thorough feedback, and I hope that you have a fulfilling day as well.
Helllo Jupitarian.
I received your notification of the Patreon post and wanted to give my insight a little. Please know that I don't mean to be rude and would like to apologize for anything.
The reason you don't receive much feedback is because of a very simple reason, besides you said that the update seems to be positive, but you just avoided the worst scenario, and I'll explain it as quickly as possible. The main problem was that you separated the game as a public version and a Patreon version only, this is where the problem comes in that you previously launched the version v0.1.1 with a lot of content and that was a great action, as it brought a lot of public to play your game, Just like those who wanted to support you on Patreon, in v0.1.2 you decided to separate the game from the public and Patreon, you ended up not only making the future public not have interest in the game like before, but you also took away a lot of content from version 0.1. 1 for v0.1.2 publishes that there is nothing that people can give as feedback when it seems that the update only brought them losses, remember when I talked about having avoided the worst case, so the people/public not only respected the decision you made in this current update, where they would decide to stay silent in the process, making you only receive positive and nothing negative, this is bad, really bad, as this makes them stop giving feedback and having an honest comment or criticism about the game, not to mention other problems this causes. I really apologize if I ended up offending you or something I said, I speak from experience of seeing games take this type of path, it's a headache later when the problem gets out of control, it's my honest answer to resolve this, it's not do this kind of thing where you separate the public and patreon versions, more specifically the detail that you have removed a lot of content that previously existed in v0.1.1 and it is only accessible for patreon only on v0.1.2, just release all the content to the public and use the patreon version for people where those who follow you on Patreon can access the new version sooner before the public.
Thank you for reading everything and I hope everything goes well for the game, always try to love the audience that is playing your game, this audience will definitely return you with love and affection to the point that they will be willing to support you and give you various types of good and bad feedback.
I have read through this entire comment and I genuinely do not understand what you're trying to say.
When you realese v0.1.1, we were able to play the layer of palace, but on v0.1.2 couldn't.
sorry for bad english.
This is such a fun game. I love going through it over and over. Will we be able to set the Overfed Inmate as our favorite character?
please translate this amazing game into Russian
can you make an easy version for story
Have you considered putting the supporter versions for sale on itch? I'd really like to buy the supporter version but I don't wanna put my actual card on patreon and they don't take prepaid cards.
Am I the only one who cant download?
awww
Android?
Use joiplay
qq, can you create a free pass with access to only supporter builds?
Will this game ever have vore? Possibly as an optional skill for the MCs?
Probably not. It's not necessarily off the table, but I'm not personally a big fan of vore.
just one question, do you plan to release the patreon version of FATACLYSM v0.1.2? if yes, when do think or plan is good time to release?
I really love and invested on this game, both content and history, for now i thinking on review this game more detailed here, because i can not afford patreon to support you right now, so i going to support you making criticism of the game, it the only thing i can do for now haha. That why the question from the start.
PS:and i say this again, i love this game, continue with great work bro! see you next time here.
FATACLYSM REVIEW:
1. Story. The story is a bit all over the place, the sections of the "Expanse" not really fitting together, sounding like you got two places and rammed them into the backs of one another. They are all part of the same place, right, so why the portal? Might be better if they are pocket dimensions that have been influenced by the Xylana and Stranger, portal would work. Layers of hell. Teleportation portals would make the current situation work. Just suggestions. Descriptions are great. The "choosing" part of the game is way too limited, only giving you the options between type of encounter. Maybe different types of event too (i.e. Reward Event, Encounter Event, Friendly Encounter)? That would increase possible routes and replayability. The intro is quite long, and you mentioned WG sequences. The only real sequences there are that of Aria and the standard Gameplay images. An individual Aria special sequence would be quite cool as an addition.
2. Combat. The combat is a bit bugged (e.g. Hyperspeed Slice on a Laser Weakness, Mark energizing) but is overall well designed, although a sort of token dictionary or key might be easier than hover over symbol. The weight gain images are well polished and consistent, although the Penitentiary enemy immobile images are basically the same with different clothes. Better body variation in Palace. The Eidolic Infection is cool as an idea, but the red is too dark and makes it quite difficult to read description on the black background. In the Palace, I am struggling to find what some of the resistances and weaknesses are. Even still, it is quite simple to beat the Sovereign with just brute force. And that's my final problem, there isn't much skill going on, or if there is meant to be, just spamming certain attacks or combinations of attacks seems to defeat the need to actually think about your attack.
3. Images. You have made quite a lot of Estelle WG images, having her own special cow sequence and an ending, which is good, but I would like to see sequences from other characters, as the potion just has the others with big tits, Aria doesn't really have her own actual sequence, and Astrid and Sakura's ending feels a bit lacking. As previously mentioned, you probably want to re-work some of the Penitentiary images to give them more distinction, particularly the Captain and Overseer immobilized images. Other than that, the images are consistent and look great!
4. Events. They are way too limited. I do get a bit sick of scrolling through the whole "Sakura Stuffing" sequence, and the reward is nowhere near proportionate to the amount of description. The feeding tube event is OK, watching them get fatter is quite nice, but having to actually click through up to 30 rounds of numbers going up is annoying (Special Immobile Image There?). In the palace, the Gourmand thing is kind of cool, but there is literally no difference from the options, except a comment or two occasionally and Infection. Infection a nice idea, but slightly overused, as you have to get it from the Gourmand and the Diabolist will give it to a character. Banquet rich for more weight gain debacles, but it leading to the standard end is disappointing. The Sous Chef could be stuffed by Sakura for Core of Excess. Sovereign end underwhelming, same with Warden ending. Same 4 endings a bit boring, give it some variety like 3 standard endings for each area (e.g. Penitentiary might be Aria stuffing, Warden personally seeing that they are all immobile, the Stuffed Guard having revenge, something like that).
Overall, a potential good game in early development, riddled with tiny bugs and room for improvement. Still the best fat fetish twine game I've seen. Keep up the good work!
Hey, I appreciate the very length review and I'm happy to hear you ended up enjoying the game despite your criticisms of it. I believe comments like this come from the people who care the most, even despite the negative points you bring up, so trust me when I say that I'm glad you provided your thoughts.
Still, I simply can't ignore the fact that several of the things brought up in your review are very uninformed and/or entirely incorrect.
You say that more encounters should exist, and bring up friendly encounters as an example. Correct me if I'm misunderstanding, but are you saying that friendly encounters should be in the game if they aren't? Because they are in the game already. There's one in the Palace. (I'm probably just misreading your wording, though, so this isn't a huge deal)
The "bugs" that you bring up aren't bugs, as explained in various places in the game. You say there should be a token dictionary. There is one. If you took the time to read the tutorials or look at the menu, all of these features would be incredibly obvious.
You complain about having to scroll through the Penitentiary stuffing event when there is literally a button to skip it and fix your exact issue. You say the Gourmand event has no variety, when it's one of the most expansive events in the game and has differing outcomes for every choice that affect runs in different ways. You say the Infection comes from both Gourmand and Diabolist, but the two different afflictions they each add are wildly different.
The genuine criticisms of your review I can appreciate, like the lack of variety in events and the lack of images for some characters and scenarios, and I'm going to be working on this stuff in the future. However, I don't understand how you talked about so much of the game's content and still provided such a largely misinformed review.
Like I said, I get that this review is well-intentioned, and I don't want to push away someone who enjoyed the game enough to provide so much feedback. However, I would urge you to do a bit more research and take more time to verify your claims before posting so much criticism in the future. Despite that fact, though, I'm still grateful that you took the time to review the game at all.
I am so sorry that a vast amount of the comments and notes were wholly/partially incorrect, it changes my view on the game itself entirely. But there is some information in the tutorials that isn't mention in the introduction, and if you were to encounter some of these mechanics in the main game, you would probably pass it off as a bug. The final line of my review, on reflection, was massively exaggerated, and I apologise.
can we get an option to increase agility as well as permanently upgrade an ability, with multiple upgrade levels so the normal upgrade points aren't rendered useless once you manaage to permanent upgrade every ability
unfortunately i can't see the pictures in the dialogue box's. only the characters in the sidebars. i'm guessing the html is not running some of the data files when i open it. a misfortunate setback but an absolute amazing job so far, keep it up.
It's probably an extraction issue. Make sure the zip file is extracted and the game's HTML file is in the same place as the "data" folder.
What happened 55 minutes ago?
A bugfix.
If you're on free supporter, how can you get the new update comment and still keep the gallery? Or should the transferring of the saves fix it?
The free supporter version is updated to 0.1.1, so you can just download it from Patreon and transfer saves as normal.
you made Grandmaster of Gluttony which I played & enjoyed it I just did my first run of this game was great but kind of hard to navigate the floor boss after recieving the chest the boss at 500hp for me is kind of hard tbh each character has only 200hp+.