![Click to change the View [v0.6.0a_wip] PWGD](http://d.furaffinity.net/art/nirtok/1749384140/1749384140.nirtok_pwgd_v0_6_0a_wip.png)
Game Download:
https://drive.google.com/drive/fold.....usp=drive_link
It's been a while. It's been exactly one year since the last update.
I felt like I was stuck in the development with Twine, so I started from scratch and made a game engine this time.
It took a lot of time and I sacrificed the appearance, but some of the complex systems, such as buffs and equips, are already working. This time, to coincide with the anniversary, I showcased how far I can go. There are some systems that don't work, but please take a look.
If you find any bugs, please let me know. I checked the operation, but it's not perfect.
I've been devoting too much time to this recently. I want to focus on something else for a while.
Goals for the next update
・New dungeon
・Some new events
I have some notes:
・This game contains a lots of unfinished content.
・This game has fat furs & weight gain content.
・This game contains bad English. Please look at it with a tolerant eye. (Everyone should know how bad I (Japanese) are at English.)
If there is a problem with the gameplay, sorry to trouble you, but please report it in the comment section below. Be as specific as possible.
There is Weight gaming forum of this game now. Please check here too!
https://forum.weightgaming.com/t/pw.....at_cave_tokage
Finally, I hope you enjoy this!
PS. Actually, today is PWGD's 2nd anniversary (+ 1 day)! I actually wanted to release it yesterday.
https://drive.google.com/drive/fold.....usp=drive_link
It's been a while. It's been exactly one year since the last update.
I felt like I was stuck in the development with Twine, so I started from scratch and made a game engine this time.
It took a lot of time and I sacrificed the appearance, but some of the complex systems, such as buffs and equips, are already working. This time, to coincide with the anniversary, I showcased how far I can go. There are some systems that don't work, but please take a look.
If you find any bugs, please let me know. I checked the operation, but it's not perfect.
I've been devoting too much time to this recently. I want to focus on something else for a while.
Goals for the next update
・New dungeon
・Some new events
I have some notes:
・This game contains a lots of unfinished content.
・This game has fat furs & weight gain content.
・This game contains bad English. Please look at it with a tolerant eye. (Everyone should know how bad I (Japanese) are at English.)
If there is a problem with the gameplay, sorry to trouble you, but please report it in the comment section below. Be as specific as possible.
There is Weight gaming forum of this game now. Please check here too!
https://forum.weightgaming.com/t/pw.....at_cave_tokage
Finally, I hope you enjoy this!
PS. Actually, today is PWGD's 2nd anniversary (+ 1 day)! I actually wanted to release it yesterday.
Category Other / Fat Furs
Species Pokemon
Size 1080 x 1080px
File Size 101.9 kB
Listed in Folders
I really liked previous versions of this, especially the detailed weight-specific flavor text, the optional stuffing encounters with Cubone, and the way the player had to manage Belly and HP by waiting for food to digest. I hope that stuff is planned to return in future versions, and that the new engine allows for easier development!
Great start for an early build on a new engine! I'm running this on Firefox instead of Chrome, but I don't expect there to be too many browser difference derived problems since it looks like it's just an HTML/JS game.
Some things that I saw on Chrome that didn't on Firefox:
- All the Icons that weren't the item or belly "Apple" icon had a "small picture with a folded corner and a cut off corner" icon prefixing the icon that was actually used
- The Poke and Oran Berry Icons never loaded and just displayed a box with an X connecting the corners
Noticed a few odd browser-agnostic things while playing this build:
- I was able to input special characters (not letters or numbers) into the name field when creating my character. Those characters should probably be disallowed from most text input fields in this game.
- The Symbol next to "HP" isn't loading
- Once the initial 5 turns of "Rain" changed to "Clear," the weather never changed again
- When returning to a dungeon you've already cleared, it sends you to the floor you left from instead of restarting you at the first floor. Are we supposed to always start on floor 1? Are all floors of a dungeon going to have the same difficulty of encounters throughout the dungeon or will later floors be harder than earlier floors?
- I noticed that when I used the Poison Seed on my player character, it didn't make me black out and leave the dungeon when it set my HP to 0. (Which also meant my buffs/debuffs never got cleared on wake-up) Will that be fixed when a future version?
- When overstuffing the Belly, we only get hurt on the first turn the belly is overstuffed and not the turns that follow until the Belly is no longer overstuffed, but it feels like it should. Will the nature of overstuffed damage be updated to reflect this behavior or is its current state the intended design?
- I also noticed the same thing with Starving damage only counting the first turn the player character is in the Starving state and not any of the turns that followed, will this be fixed in future versions or is that the intended design for Starving Damage?
- I noticed the current Max Belly Overstuff value is 110% Max Belly and when we eat something that would put us over that percent, anything else gets left out and we get the "[character_name] reached belly limit and could only eat a partial portion" message. However, when we eat to exactly that limit, we also get that message. With how the message is written, I was under the impression that we would only get it if we went beyond that threshold, not also when we meet it exactly. Sounds like this is a "greater than" vs "greater than or equal to" check difference.
- When leaving the Plains Dungeon from Floor 9, "Town 1's" "Warehouse" option disappeared, and when leaving the Plains Dungeon from Floor 1, it came back. (That may not be the thing that makes it disappear/reappear, so further investigation might be necessary) Should that option always be available or is it intended to disappear/reappear under certain conditions?
- Has Max Belly growth been implemented in this version? If so, it isn't clear how many turns the Belly has to be overstuffed to cause Max Belly to increase.
- When I tried to deposit Poke without having any to deposit, "[object HTMLSpanElement]" appeared in place of "PokeCoinImg Poke"
- I couldn't unequip items unless I was swapping something from the inventory. Will future versions let us unequip items from the Stats menu?
- Buff/Debuff duration is only increased if a longer duration is applied, and essentially nothing happens if the application source comes from a shorter duration source. Should there be a notification like "[character_name] was Poisoned for [number_of_turns], but already has [larger_number_of_turns] of Poison, so nothing happened" to clarify this is what's happening? Is that the intended design or should something happen if a shorter duration source applies a buff/debuff that the character already has? Should Buff/Debuff durations just add their duration on top of whatever is currently in effect? If the same type of item is going to have different durations of their buff, should the duration be included in the item's info panel and should those items with those durations be stackable?
Minor typos brought on by ESL reasons:
- All the places that use "plev" should use "prev"
- "Arrowed" should be "allowed" in the error message "Empty input is not allowed" (Side Note: there is probably a way to prevent non-numerical characters from being allowed into a field that is expecting only numerical characters)
- "Connamd Mode" should use "Command Mode"
- "You selected [pokemon_species]... Is it collect?" should use "correct"
I noticed that many multiple-word names only have their first letter of their first word capitalized, but the expected format most English-speaking people are used to is to capitalize the first letter of each word of the name as long as the word isn't an "article" or "preposition" part of speech, except if the article is the first word of the name, e.g., "The Lord of the Rings."
Things I would like to see in future builds:
- When you change a weight class (Thin, Average, Chubby, Fat, Plump, etc.) an event of some kind lets you know that your character description has changed if this is your first time reaching that weight class on the current character/save (could also trigger on future times, but a version with less fanfare).
- Will we be able to deposit all of our money at once instead of only being able to select the amount we want to deposit?
- Will we be allowed to use/discard multiple items from our inventory at once instead of every action being one at a time?
- If an item in the inventory is stackable, can we choose how many of that item we want to use at a time?
- With as much space as there is on the webpage, can we have multiple "pages" of inventory displayed at the same time?
- Could we get a way to upgrade our Inventory space as the game goes on?
Some things that I saw on Chrome that didn't on Firefox:
- All the Icons that weren't the item or belly "Apple" icon had a "small picture with a folded corner and a cut off corner" icon prefixing the icon that was actually used
- The Poke and Oran Berry Icons never loaded and just displayed a box with an X connecting the corners
Noticed a few odd browser-agnostic things while playing this build:
- I was able to input special characters (not letters or numbers) into the name field when creating my character. Those characters should probably be disallowed from most text input fields in this game.
- The Symbol next to "HP" isn't loading
- Once the initial 5 turns of "Rain" changed to "Clear," the weather never changed again
- When returning to a dungeon you've already cleared, it sends you to the floor you left from instead of restarting you at the first floor. Are we supposed to always start on floor 1? Are all floors of a dungeon going to have the same difficulty of encounters throughout the dungeon or will later floors be harder than earlier floors?
- I noticed that when I used the Poison Seed on my player character, it didn't make me black out and leave the dungeon when it set my HP to 0. (Which also meant my buffs/debuffs never got cleared on wake-up) Will that be fixed when a future version?
- When overstuffing the Belly, we only get hurt on the first turn the belly is overstuffed and not the turns that follow until the Belly is no longer overstuffed, but it feels like it should. Will the nature of overstuffed damage be updated to reflect this behavior or is its current state the intended design?
- I also noticed the same thing with Starving damage only counting the first turn the player character is in the Starving state and not any of the turns that followed, will this be fixed in future versions or is that the intended design for Starving Damage?
- I noticed the current Max Belly Overstuff value is 110% Max Belly and when we eat something that would put us over that percent, anything else gets left out and we get the "[character_name] reached belly limit and could only eat a partial portion" message. However, when we eat to exactly that limit, we also get that message. With how the message is written, I was under the impression that we would only get it if we went beyond that threshold, not also when we meet it exactly. Sounds like this is a "greater than" vs "greater than or equal to" check difference.
- When leaving the Plains Dungeon from Floor 9, "Town 1's" "Warehouse" option disappeared, and when leaving the Plains Dungeon from Floor 1, it came back. (That may not be the thing that makes it disappear/reappear, so further investigation might be necessary) Should that option always be available or is it intended to disappear/reappear under certain conditions?
- Has Max Belly growth been implemented in this version? If so, it isn't clear how many turns the Belly has to be overstuffed to cause Max Belly to increase.
- When I tried to deposit Poke without having any to deposit, "[object HTMLSpanElement]" appeared in place of "PokeCoinImg Poke"
- I couldn't unequip items unless I was swapping something from the inventory. Will future versions let us unequip items from the Stats menu?
- Buff/Debuff duration is only increased if a longer duration is applied, and essentially nothing happens if the application source comes from a shorter duration source. Should there be a notification like "[character_name] was Poisoned for [number_of_turns], but already has [larger_number_of_turns] of Poison, so nothing happened" to clarify this is what's happening? Is that the intended design or should something happen if a shorter duration source applies a buff/debuff that the character already has? Should Buff/Debuff durations just add their duration on top of whatever is currently in effect? If the same type of item is going to have different durations of their buff, should the duration be included in the item's info panel and should those items with those durations be stackable?
Minor typos brought on by ESL reasons:
- All the places that use "plev" should use "prev"
- "Arrowed" should be "allowed" in the error message "Empty input is not allowed" (Side Note: there is probably a way to prevent non-numerical characters from being allowed into a field that is expecting only numerical characters)
- "Connamd Mode" should use "Command Mode"
- "You selected [pokemon_species]... Is it collect?" should use "correct"
I noticed that many multiple-word names only have their first letter of their first word capitalized, but the expected format most English-speaking people are used to is to capitalize the first letter of each word of the name as long as the word isn't an "article" or "preposition" part of speech, except if the article is the first word of the name, e.g., "The Lord of the Rings."
Things I would like to see in future builds:
- When you change a weight class (Thin, Average, Chubby, Fat, Plump, etc.) an event of some kind lets you know that your character description has changed if this is your first time reaching that weight class on the current character/save (could also trigger on future times, but a version with less fanfare).
- Will we be able to deposit all of our money at once instead of only being able to select the amount we want to deposit?
- Will we be allowed to use/discard multiple items from our inventory at once instead of every action being one at a time?
- If an item in the inventory is stackable, can we choose how many of that item we want to use at a time?
- With as much space as there is on the webpage, can we have multiple "pages" of inventory displayed at the same time?
- Could we get a way to upgrade our Inventory space as the game goes on?
Thank you so much for all your feedback, and I apologize for the delay. Lifestyle changes have kept me busy lately.
Anyway, I'll answer your questions:
Icon
This is the correct behavior because the image doesn't actually exist. If the image can't be loaded, a fallback emoji will be displayed. Of course, I'll draw those in the future, and they'll be displayed correctly then.
Dungeon Progress
This trial version has bidirectional progression. That is, it's designed to allow players to progress through one long dungeon, both ascending and descending, which is why it's like this. And now there are only 10 floors.
Starved damage, stomach system
I simply forgot to create stomach growth. However, I am thinking of deleting the stomach growth caused by eating. Only training or item-based stomach growth. And you can't eat more than a certain amount of items unless you force feed them. I'll look into starved damage.
Buff debuff overwrite
That's correct behavior. Each buff has its own overwrite rule, which can be a complete overwrite, a stronger/longer overwrite, additive, or no overwrite. It certainly seems easier to know what happening if there's an overwrite message, so I'll do.
English mistake
Thank you for the correction. I'm really bad at English, so this is really helpful. For example, making the system more concise. Actually, I'm looking for a dedicated translator. lol.
Weight desc.
I'm already planning to implement it. It just doesn't exist right now.
All money deposit
I've added it to the implementation list.
Multiple items at once
I plan to only enable multiple item deletion in boxes. Basically, you can only take one action per turn. This also applies to item using.
Display all inventory slots at once
I'm thinking of making it configurable in the settings. But ultimately, it will be around 48 slots, so is that okay?
Inventory upgrade
I'm already planning to implement it. It just seemed difficult to implement at the moment.
Finally, did you play the version when this was twine?
Anyway, thank you and I hope you'll look forward to the next version.
Anyway, I'll answer your questions:
Icon
This is the correct behavior because the image doesn't actually exist. If the image can't be loaded, a fallback emoji will be displayed. Of course, I'll draw those in the future, and they'll be displayed correctly then.
Dungeon Progress
This trial version has bidirectional progression. That is, it's designed to allow players to progress through one long dungeon, both ascending and descending, which is why it's like this. And now there are only 10 floors.
Starved damage, stomach system
I simply forgot to create stomach growth. However, I am thinking of deleting the stomach growth caused by eating. Only training or item-based stomach growth. And you can't eat more than a certain amount of items unless you force feed them. I'll look into starved damage.
Buff debuff overwrite
That's correct behavior. Each buff has its own overwrite rule, which can be a complete overwrite, a stronger/longer overwrite, additive, or no overwrite. It certainly seems easier to know what happening if there's an overwrite message, so I'll do.
English mistake
Thank you for the correction. I'm really bad at English, so this is really helpful. For example, making the system more concise. Actually, I'm looking for a dedicated translator. lol.
Weight desc.
I'm already planning to implement it. It just doesn't exist right now.
All money deposit
I've added it to the implementation list.
Multiple items at once
I plan to only enable multiple item deletion in boxes. Basically, you can only take one action per turn. This also applies to item using.
Display all inventory slots at once
I'm thinking of making it configurable in the settings. But ultimately, it will be around 48 slots, so is that okay?
Inventory upgrade
I'm already planning to implement it. It just seemed difficult to implement at the moment.
Finally, did you play the version when this was twine?
Anyway, thank you and I hope you'll look forward to the next version.
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