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reallyexists

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A member registered Aug 26, 2023 · View creator page →

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I'm still hoping to get 0.3 out by the end of the year. I've had a lot of personal problems that prevented me from working on it very much, so there's still a lot to do. Thanks for your patience!

Thanks! It's true there's not much in the way of a movement tutorial. Hopefully any future required platforming isn't too crazy.

In the 90s shooters this game is inspired by the cover system is "standing behind something", it's kind of grandfathered in. I've thought about making a more modern cover-based shooter before, but that's probably not the direction this project is going to go in. Will probably explore more size-related disadvantages though!

This is great! I love these characters. Pages are dense with quality smut while being quite compact. Your grasp on the mechanics of fat & gravity in a variety of positions continues to be inspiring. And HOLY SHIT that is a good ending!!

Thanks!

I'll look into implementing something like this, I might end up adding a single blending value for the lead-in to melee attacks so I don't have to add a curve to every animation.

Thanks! I think I can probably make the code enemies use to search for cover more efficient, and I recently realized the SMG & pistol models (which I made several years ago) have way too many polygons for some of the most numerous weapons. 

I'm also going to look into adding bespoke options for the individual graphical settings, but until then lowering the quality present and/or resolution might help.

Larger sizes are happening in future updates, I don't think I'm going to add boob & butt sliders. I disagree that the energy levels are too small, that's... why I designed the game like that. Thanks for donating.

You have more momentum at higher energy. I think reducing movement speed generally feels pretty bad for most games, but especially action shooters.

Melee damage and damage reduction both increase as energy increases. It might be a bit subtle before 100%, though.

It might be a while. I'm working on adding a lot of stuff, and the pace has slowed a little bit. I will also be working on an entry for the WeightGaming game jam this month so that'll put a bit of a dent in it, although at least there will be another game to show for it. There will definitely be an update by the end of the year, unless something goes terribly wrong.

I went back and checked the game code, it turns out it counts it as completed even if you ran out of time, which was... an interesting choice. I probably was going to remove the time limit and forgot about it. There's also no way to play it again after beating it (which happens no matter what), which is a bit of an oversight. Anyway, it doesn't give stars or record a clear time, so other than the sequence itself and the preceding cutscene you wouldn't be missing out on anything.

I compressed it using 7zip. You need to download 7zip (or WinRar or another archival utility) and extract the files, then you should be able to run the .exe.

I'm probably going to do something similar to both of these things, I don't know if they'll be in the next update though.

I did realize this, if playing with no suit the level is slightly altered to make it possible to complete.

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That's definitely the cause, I forgot to fix this. Just uploaded a version that replaces the particles with a mesh, which should solve the frame rate issue there,

I'm working on adding new enemies, probably no traps and/or mechanisms. I've considered implementing higher weight levels if that's what you mean by "second stage", but I'm not sure if it would work.

I've been banning you for spam. I am still working on this, I'm a real person and have other obligations in my life. Please be patient.

This is interesting! I might add something like this.

That's the maximum in the first level, yep. There's some secret stuff but not any extra energy.

Hopefully slightly sooner than that, depending on how much time I have to work on it!

0.2 will have more weapons and a couple new enemies, and for the next one I'll try to develop more brand new stuff.

I'm not sure about new playable characters, it's possible that I could add alternate skins or something once more of the game is completed.

I'm pretty much done with level 2 now, but there's still kind of a lot of stuff I want to add. The pace at which I've been able to work has slowed down a bit, it is extremely possible that it will take another week or two.

I didn't really want to provide an estimate I would just blow past when I posted this, but right now it's looking like at least another two weeks. Maybe more like a month in the worst case.

Thanks! I'm working on the next level, it's possible that it will take a while.

These are both things that are in the game, but not as noticable until after the 50% mark which is the approximate maximum in the first level. You don't actually get slower, but you have to deal with a bit of momentum at higher weights, and all the sounds pitch down linearly with your weight. Hopefully the full package will be very satisfying!

Thanks! The basic idea is Half Life + MDK by way of e621. The soundtrack (which I did not make) is doing a ton of work to sell the late 90s shooter vibe.

Thanks! I was specifically going for Half Life OST selecting the soundtrack, Half Life 1 is a major influence! I might add a downward force on the stomp. Also marked the file for Windows, thanks for reminding me.

The game isn't super well-optimized in its current state, unfortunately. I should probably look into adding some more quality settings, but lowering the resolution might help.

Yeah, it seems like it's an issue with the code I'm using to create save files. I'm currently working on a fix for this.

I'll see what I can do about this. I experienced some long load times starting new games in testing, it might just be taking a super long time.

I'll look into this. I experienced some long load times starting new games in testing, it might just be taking a super long time.