5.00 star(s) 1 Vote

icollectsouls

Active Member
Jul 15, 2018
599
1,087
Kind of a goddamn shame that one of the few BBW games I've seen on here (especially not from Chaixas and with more appealing "fat" body types) is all AI-gen art. Gave it a test run just to see what the game is like regardless, and it's another shame that it's all seemingly weight gain (with a dash of humiliation thrown in) without any actual sex stuff.
 
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faptasm

Newbie
Oct 21, 2017
44
39
Kind of a goddamn shame that one of the few BBW games I've seen on here (especially not from Chaixas and with more appealing "fat" body types) is all AI-gen art. Gave it a test run just to see what the game is like regardless, and it's another shame that it's all seemingly weight gain (with a dash of humiliation thrown in) without any actual sex stuff.
Seconded, and honestly, of all artforms to emulate, fetish porn is probably the worst thing to sic an AI on. You have a device that crowdsources images/text/opinions into one homogenous goop, and you're using it on something that is, by definition, niche and localized entirely within your kitchen with the individual. I am a fat woman, I love my fellow fat women, carnally or otherwise, and my taste here reflects that pretty often. None of the thumbnail images spark any emotion in me besides pretension that a random Twitter artist has not done infinitely better, with clothed characters. I can click download on a game that looks like it was made well in MSPaint, but I have found literally one AI CG tagged game that earned that trust, and it's used for background images.

This place is the best one to answer to the question of "how bad does art have to become to not be worth getting for free?"
 
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anonymous143823

New Member
Dec 27, 2022
5
2
how do you get the ally with the pink question marks and the miscellaneous character under rowan and the event under alchemical arsenal
 

Vitklim

Active Member
Feb 22, 2018
819
1,131
So Darkest Dungeon 2, but in html form and with ai generated fat girls.

Gotcha.

Have to say, the ai cgs are pretty consistent in this one, is it getting better at this stuff?
 

Jupitarian

New Member
Game Developer
Jun 2, 2024
4
2
So Darkest Dungeon 2, but in html form and with ai generated fat girls.

Gotcha.

Have to say, the ai cgs are pretty consistent in this one, is it getting better at this stuff?
I'm still using the same version of Stable Diffusion that people have been using for a year. The trick is actually putting effort into learning how to generate better quality pictures instead of just using trash online AI image generators.

And yes, if it's not obvious enough, I am in fact a fan of Darkest Dungeon.
 

Vitklim

Active Member
Feb 22, 2018
819
1,131
I'm still using the same version of Stable Diffusion that people have been using for a year. The trick is actually putting effort into learning how to generate better quality pictures instead of just using trash online AI image generators.

And yes, if it's not obvious enough, I am in fact a fan of Darkest Dungeon.
Stable Diffusion does seem to be the best one I've seen so far, but I am a bit curious on how you got it to improve. Just more precise prompt engineering, or feeding it specific data to build off of?

First Darkest Dungeon is a 10/10 game, they should really update it so that the save files don't break when you play with mods for too long though. Second one is eh, but still well designed.

In the way of actually useful feedback though, aside from just putting in more content and stuff, more ways to heal throughout the dungeon would be welcome. And recover energy too (unless I simply haven't found the relevant events yet). If you have to make levels longer to compensate, that's fine.
Also, nerf the Overseer, being able to summon full health reinforcements and replace the already defeated ones too is way too much.
 

cheezed

Newbie
Sep 28, 2019
20
18
I'm torn. On a technical level I can see it's pushing twine more than most games within this fetish, yet the execution isn't what I hoped for when I saw the premise and playtested the demo.

Pros:
- Gameplay is pretty darn good for something at this stage of development. I can see where space has been given to allow for adding more content later on, which is a good idea if you keep planning to develop the game as a series of vertical slices.

- The affliction system is fun and the way it's implemented thus far opens up the possibility for replayability, so long as more paths are opened up depending on how the party members are impacted.

- I'm here to play games first and wank second (to the chagrin of some here lol) so I actually like the balance of gameplay to fetish content so far. It gives more of a payoff when you unlock stuff.

Meh:
- I'm not sure the roguelike approach is working. It's fun to have multiple paths through the game, but there isn't enough variety at present and it feels like there's too much RNG at work. There are huge imbalances in difficulty depending on how lucky you get with item drops or avoiding miniboss fights. Having some way to tailor how lucky/unlucky you can get might help.

- Some of the abilities are fun, but it also feels like there's too many ones that try to do the same thing. If you are going to limit the access of damage types to certain characters, then you need to make sure there are passive moves each of them can use when up against hard counters.

- The item system feels powerful, but rarer items feel too nerfed for the benefits to be worth equipping. It's not that far off the mark, though. It would be cool if there was a way to keep certain items between runs, or have events that alter the way items work based on player choices.

Cons:
- Writing-wise, the game feels all over the place, like a pastiche of influences blended together with the aid of a LLM. The intro is still much longer than it needs to be. Think about how much everyone hates the intro to Skyrim; you need to introduce the setting and mechanics with a bit more interactivity to keep the player's attention.

- Having cyberpunk and medieval aesthetics spliced into one another cheapens everything and (IMO) makes the backlash against the SD-generated art worse than it'd otherwise be. It doesn't lead to a coherent setting, which wastes all the effort invested into worldbuilding.

- Paywalling anything this reliant on 'AI' tools is gonna stink due to how reliant these tools are on content theft, though I am fine with tip jars and having WIP updates available for patrons in-between substantive releases. The approach taken with 'Queen-Sized' is probably the closest I've seen to a fair balance between supporting dev work and not taking the mickey.

???:
- I don't understand at all how the 'sands of time' system works whatsoever and what it's supposed to accomplish. Whatever it is, there's probably a better way to do it. I think it might be better to lengthen each area and give more opportunities for the characters to interact with each other and react to the events in the game without attention being taken up with combat. If that means setting up a camp somewhere with a risk-reward element, that could be neat.

- It feels very wierd to have healing only available in combat. This is a constant peeve of mine since it provides a perverse incentive to try and farm weight loss against weaker enemies.

- The energy system feels mired in just how much of a buff energizing grants and how rapidly it is depleted early in runs. You have these cool abilities and combos, yet the game tells you not to use them?! This is also an issue.

- Having the stealth character also be the dedicated healer AND the only support that can mark enemies makes all the stealth mechanics worthless because of how much action economy there is. You simply can't afford to burn actions on avoiding damage.
 
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Jupitarian

New Member
Game Developer
Jun 2, 2024
4
2
I'm torn. On a technical level I can see it's pushing twine more than most games within this fetish, yet the execution isn't what I hoped for when I saw the premise and playtested the demo.
I'm glad you enjoyed the gameplay, at least to some extent. I'll try to break down each of your criticisms and give you my thoughts on them.

"Meh:"
-I understand your apprehension regarding the addition of roguelike elements, and I agree that variety is lacking at present. The ideal first release also would've included every layer and a final boss, but that simply wouldn't be possible if I didn't want to spend months or even years in development hell. Adding more stuff to increase variety and actually give the roguelike elements more of a purpose is one of my most important priorities right now, so this is one of the biggest points I'm trying to address in future updates.

-All of the characters except Aria have buff/debuff/utility skills that can be used when their damage type(s) are resisted, and laser isn't very commonly resisted, so I don't think that there are many points where Aria struggles to be useful.

-I like powerful items, but I also don't want winning to be reliant on getting good ones. I think that the existence of broken combos is cool, but I think that player skill is most important. Starting items are something that I've considered, though.

"Cons:"
-Well... I don't really know what to tell you on this one. This is just my writing style, so I'm sorry if you don't like it. FYI, I also never use AI when it comes to writing. I do agree about the intro, though, and I've done my best to shave off some of the unnecessary parts over time. It could probably still use a bit more work, though.

-Agree to disagree. I think that having multiple different locales that provide little "slices" of vastly differing settings is really enjoyable to work with, as it gives me lots of freedom to realize different concepts. The bits of worldbuilding throughout are meant to spark your curiosity about each layer's inhabitants and what their actual world may have been like (though there isn't actually a ton of this physically in the game currently).

-A free version with about a third of the content removed exists on Itch. Past that, there's not really much I can or want to change here. Working on this game without funding isn't really feasible (and would be very de-motivating), and I've seen from my first game just how little people actually donate without incentive. Granted, it only had Itch donations, but I still made more from Fataclysm in its first 10 minutes than I did throughout my first game's entire lifespan.

"???:"
-The sands of time aren't quite as robust as I would've wanted (mostly in part due to limitations in Twine), but their purpose is to provide an instant redo of whatever just happened. Missed an attack? Redo. Got hit by a crit? Redo. Made a mistake? Redo. I created this feature with the idea in mind that crits in Darkest Dungeon are total RNG BS, and having some resource that could be used to negate them would be good for skilled players, while also simultaneously allowing newer players to fix their mistakes.

-Also addressing the second half of the above point, there's a fair chance I'll add some kind of "rest" node. This would allow characters both interact with one another and potentially heal. However, I will say, as some who really likes fat girls - I don't really like watching them become not fat. That's why healing is so limited.

-I don't really know what you mean by "the game tells you not to use them." Energy is a resource, and you have to manage it throughout a layer. Whether that means using it on normal enemies or events to get stronger, or to save it all up for beating the boss, is up to you.

-I wouldn't really call Estelle the "stealth character." Stealth is essentially a tertiary mechanic, and is intended mostly as a powerful, isolated method of self-sufficient protection, though there are skills for players that want to lean more into it. If you don't find the stealth useful, then there's nothing forcing you to use it. Characters have multiple different mechanics to play around so that players aren't forced to always run them a certain way.

Anyways, I hope this isn't too huge of a wall of text. I imagine that the only kind of person who would type up such a large list of pros and cons does it with the intention of trying to improve the game, though, so thanks for taking the time to provide your thoughts.
 

cheezed

Newbie
Sep 28, 2019
20
18
The ideal first release also would've included every layer and a final boss, but that simply wouldn't be possible if I didn't want to spend months or even years in development hell.
Eh, there's different ways to slice up game development when it comes to design. What you're describing would be a 'horizontal slice'; where the story is developed and released with placeholder mechanics and gameplay - as opposed to the more common 'vertical slice' where you just take one section and make it as close to 'feature-complete' as possible. I don't think either is necessarily superior, just different perspectives.

In terms of what I'm thinking, I guess what I was hoping for each self-contained stage to be a little longer; around 7-10 events each. I honestly didn't expect two stages in the latest release and I think that may have made put it at a disadvantage.

All of the characters except Aria have buff/debuff/utility skills that can be used when their damage type(s) are resisted, and laser isn't very commonly resisted, so I don't think that there are many points where Aria struggles to be useful.
Aria comes into some trouble early into area 2 and whenever there's an enemy with high HP, her viability takes a hit since she's not built to last, especially once her speed takes a hit. It makes her feel a bit bland when everything she does is some flavour of 'hit with sword'. I would rather her have 'taunt' in some cases since it's more likely to lead to damage negation from misses (and counterattack damage) than when used by Sakura.
Unless abusing energy...
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...her damage output drops once resistances to her more flexible physical attacks emerge.
As for the others, I find that the utility of their moves are too reliant on being energized or hitting marked targets to take the load off Estelle. Speaking of, Estelle's Regeneration never seems to last long enough to reliably heal to the ponit that limiting its uses doesn't feel necessarty. Since she's also the only source of Ion damage on top of being the only healer and only marker-capable character. That's why anything that doesn't do one of those three things (hence my dislike of stealth's current balance ingame) immediately becomes unviable. Astrid feels like she could afford to take up the marker role and I think it would fit her whole scout/sniper dealio.

I think that the existence of broken combos is cool, but I think that player skill is most important.
I don't think skill really matters at present, once you realize there's only one viable path. You basically want to either blitzkrieg lower-hp enemies before they can hit back or spam stunlocking moves against tankier enemies it in the hopes of stalling your way around taking damage. Most of the extra moves are just ignored, even after I unlocked every single one.

If you don't find the stealth useful, then there's nothing forcing you to use it.
If it's not useful then it shouldn't be there, is the point I suppose. Because of how combat currently works, it is one of the weakest options; avoiding damage simply means your DPS characters die faster, whereas moves that prevent attacks or negate damage can negate incoming damage entirely. I generally like stealth-based gameplay but it should probably be cut to make space for other options or buffed to be a bit more viable. 'There's nothing forcing you to use something that's badly-designed' is certainly a take.

I don't really know what you mean by "the game tells you not to use them."
I get what you're trying to accomplish with energy manangement, the trouble is that the the gap in power level some moves have between their normal effects and their 'energized' variant can be particularly frustrating when it's too big, especially since recovering energy mid-run has significant drawbacks.

Overall, I think the thing that's going to complicate game design more than anything is the drawbacks of making weight gain the stand-in for health, while simultaneously encouraging high weight in the party. It's going to make long runs increasingly grindy (ie; deliberately losing runs to stack points in the weight limit until all difficulty goes away) unless there's tweaks to how certain objects or systems work. Eat The Dungeon did a pretty good job of balancing it by letting you come up with ways to dump all the party's fat in a single person and drain it in-between battles, but that game also has a much simpler combat system.

Anyhow, you're right that I have a pretty high opinion of your game's potential and I do desire for the game to succeed. As I've said in feedback before, if I bother to provide this much feedback, it's because I think it can make a positive impact.
 
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anonymous143823

New Member
Dec 27, 2022
5
2
I'm glad you enjoyed the gameplay, at least to some extent. I'll try to break down each of your criticisms and give you my thoughts on them.

"Meh:"
-I understand your apprehension regarding the addition of roguelike elements, and I agree that variety is lacking at present. The ideal first release also would've included every layer and a final boss, but that simply wouldn't be possible if I didn't want to spend months or even years in development hell. Adding more stuff to increase variety and actually give the roguelike elements more of a purpose is one of my most important priorities right now, so this is one of the biggest points I'm trying to address in future updates.

-All of the characters except Aria have buff/debuff/utility skills that can be used when their damage type(s) are resisted, and laser isn't very commonly resisted, so I don't think that there are many points where Aria struggles to be useful.

-I like powerful items, but I also don't want winning to be reliant on getting good ones. I think that the existence of broken combos is cool, but I think that player skill is most important. Starting items are something that I've considered, though.

"Cons:"
-Well... I don't really know what to tell you on this one. This is just my writing style, so I'm sorry if you don't like it. FYI, I also never use AI when it comes to writing. I do agree about the intro, though, and I've done my best to shave off some of the unnecessary parts over time. It could probably still use a bit more work, though.

-Agree to disagree. I think that having multiple different locales that provide little "slices" of vastly differing settings is really enjoyable to work with, as it gives me lots of freedom to realize different concepts. The bits of worldbuilding throughout are meant to spark your curiosity about each layer's inhabitants and what their actual world may have been like (though there isn't actually a ton of this physically in the game currently).

-A free version with about a third of the content removed exists on Itch. Past that, there's not really much I can or want to change here. Working on this game without funding isn't really feasible (and would be very de-motivating), and I've seen from my first game just how little people actually donate without incentive. Granted, it only had Itch donations, but I still made more from Fataclysm in its first 10 minutes than I did throughout my first game's entire lifespan.

"???:"
-The sands of time aren't quite as robust as I would've wanted (mostly in part due to limitations in Twine), but their purpose is to provide an instant redo of whatever just happened. Missed an attack? Redo. Got hit by a crit? Redo. Made a mistake? Redo. I created this feature with the idea in mind that crits in Darkest Dungeon are total RNG BS, and having some resource that could be used to negate them would be good for skilled players, while also simultaneously allowing newer players to fix their mistakes.

-Also addressing the second half of the above point, there's a fair chance I'll add some kind of "rest" node. This would allow characters both interact with one another and potentially heal. However, I will say, as some who really likes fat girls - I don't really like watching them become not fat. That's why healing is so limited.

-I don't really know what you mean by "the game tells you not to use them." Energy is a resource, and you have to manage it throughout a layer. Whether that means using it on normal enemies or events to get stronger, or to save it all up for beating the boss, is up to you.

-I wouldn't really call Estelle the "stealth character." Stealth is essentially a tertiary mechanic, and is intended mostly as a powerful, isolated method of self-sufficient protection, though there are skills for players that want to lean more into it. If you don't find the stealth useful, then there's nothing forcing you to use it. Characters have multiple different mechanics to play around so that players aren't forced to always run them a certain way.

Anyways, I hope this isn't too huge of a wall of text. I imagine that the only kind of person who would type up such a large list of pros and cons does it with the intention of trying to improve the game, though, so thanks for taking the time to provide your thoughts.
i do agree with this but i must ask did you mean to make your discord link shown to everyone because people can copy and paste it to join your group or did you make it to only be usable to paid patreons
 

DuniX

Well-Known Member
Dec 20, 2016
1,169
771
We all thought AI could not be creative.
We didn't realize what AIs could truly unleash.
We were too late to stop it.
Now we are being buried in mountains of flab.

Please god don't make porking a fetish that gets popular.
I don't want might anime waifus to get supersized by AIs.
 

Jupitarian

New Member
Game Developer
Jun 2, 2024
4
2
i do agree with this but i must ask did you mean to make your discord link shown to everyone because people can copy and paste it to join your group or did you make it to only be usable to paid patreons
The Discord is meant to be public, but there are channels exclusive to patrons.
 
5.00 star(s) 1 Vote