The game looks amazing and I would like to try it, but the computer I have I think is the problem 😔
In the opengl version it doesn't even open the game and an error appears on the screen that I don't remember what it was. And in the 'exe' it goes in but when I try to play where smoke particles come out in the jug it goes slow and then it comes out, I couldn't even start the game 🥲
The game looks great, I see the amazing effort and art, but I think I won't even be able to try it because of the PC I have, I don't know if it's the game but I think it's probably my computer. 😔
Please give the files descriptive filenames including a version number, help keep everyone’s download folder a little more comprehensible. :)
Also, given that Vukan-related issues are apparently significant enough for you to release a second version, I would significantly consolidate and simplify the language regarding this.
I get this is the internet and some people will just never read the description, but for those who do you spend too many words on technical details that mean nothing to 90% of the people passing by who just wanna run the game.
Instead of naming the release after a technical term link opengl, it should be named “Fallback” or something similarly descriptive. Then, right at the top of the description, have a bold “Please try the fallback version if the normal version doesn’t work” disclaimer, instead of having it buried at the bottom with misc. troubleshooting information.
Anything particularly technical should be saved for a “Troubleshooting” section and be exclusively found there. I’m sure some freak into marketing could give you numbers on this but I’d say it’s safe to assume most people are only going to read the first 2 or so paragraphs of your description so make sure the most important stuff is there.
i made this account just to say i fucking love calabra, im not even into weight gain or fat fetish or anything like that, calabra is just peak, id let her crack me.
Ya I know this has been a bit of an issue and I do want to get a hotfix out that allows users to adjust or just out right disable it. Its just a question of when I will have time to get to it.
There are a few that missed the deadline for various reasons or couldn’t participate as they where busy in October but did want to join that are interested in adding in a character in one of the latter updates. There is also one new artist that was asking if they could join, but its really hard to know for sure until I get the assets from those artists.
The main thing I can say for sure is I am open to letting new artists join, but I am not planning to actively reach out to any more then I already have atm.
You need to open a console window and navigate to the same directory the .exe is in (assuming you are on windows).
But in your case I would suggest just downloading the -opengl applications in the download list as it will do about the same thing and you dont need to mess with the console.
Sorry, its possible your PC is just not up to snuff if the -opengl builds are failing.
There is not much more I can do here, but if you want to DM me on the Weight Gaming forums I would be happy to see if I can look into the issue a bit more with you.
Answered this below but since it will be more visible here, maybe but not sure. Will really depend if its an easy export or if I might have to do some tweaking to support it.
this game seems like itd be fun but even the open gl version does not want to open. as someone inexperienced with computers i have zero clue how one opens this with those command prompts and in what order. i really hope the game is made more stable and easier to run before it starts getting updates that adds more features.
Also, i tried opening it through my command prompt and got a ton of errors, saying it failed to load, parse, decode or etc some resource. its a long list but i could send it in a msg text if so desired
I assumed you also asked this over at WeightGaming so I answered it over there. Long and short though is your PC may not be up to snuff if you are having issues with the -opengl builds.
This game has a neat concept, with some really nice visuals from everyone involved, and I have to give you guys props there, but this game has a pretty big issue when it comes to balance. Ranked from easiest to the hardest to fix, the player always going first gives them an unfair advantage, the power-ups are too powerful, and the cpu's are too incompetent for their own good. I did a lot of games using as many powers I wanted to (one for each character/21, I did it as a challenge because I thought it would be harder), did a few using one per round max (5), and did a couple using none at all (3), and every single time the player wins because they are just given too much of an advantage.
Firstly, by giving the player first pick, it always gives them better or equal odds at getting whatever effect they choose to look for (even without the use of power-ups) because you are either always choosing from a 50/50 scenario where it doesn't matter who you give it to, or are able to decide what to do based on which potion colour was in the majority, giving it to the cpu if red, or to yourself if blue. By giving the player a constant advantage over the cpu, it almost always cause the player to be one or more sizes smaller than the cpu at all times because it removes a lot of the luck that a roulette game should have. A good way to fix this issue would be to make whoever is currently losing go first, with ties being random (yes that even includes the start) since now the person falling behind gets a slight leg up on the other player.
Secondly, out of all of the games I have played, the ones that I had the most fun doing were the 8 games where I limited myself in terms of the potions, because it actually felt like I had some chance of losing if I got too unlucky. Simply put, the power-ups are really powerful, and while that isn't inherently a bad thing, because of how much the player is allowed to use them (and how infrequently the cpu does in response but I'll get to that later) it basically guarantees a win which sucks the fun out of trying because a lot of guessing as to whether or not you made the right choice is taken away. In those 21 games where I could go as crazy as I wanted, there were times when I completely skunked my opponent because I was able to use multiple lethargies and give them 2-3 reds in one turn. Alongside being able to use so many, the amount of things that you are given every turn means that you will very rarely run out of options meaning that there's no downside for going crazy with what you have, you are given 2-4 every round, and because of this it was how I was able to get the three lethargies needed to do what I described a couple sentences ago. To fix this issue, the best things to do would probably be to limit the potions a player can use per round to one, while keeping the refill amounts the same, OR allow the player to use as many as they want at once, but only give them four at the start to add more thinking into when to use their powers (I would heavily recommend not doing both because then it would basically defeat the point of potions in the first place).
And lastly, the cpu's are too incompetent to be a threat, in every type of game I played there were multiple instances where the cpu would give themselves a potion guaranteed to be red (one time even in a two potion round where the red one was the only one left), they also very rarely use the powers that they have at their disposal, almost never using multiple unless they're getting rid of stuff to make space for different powers, using the looking potions and still putting a red one on themselves (yes this did actually happen once), and even using two switcheroos on the same potion (yes, this has actually happened once as well). Even though it is definitely an issue, I would not worry as much about this one, programming in itself is already really difficult. and I can't even image how difficult a well balanced cpu would be to make, however, because cpu stupidity is not the only problem, the balancing issues compound, seeing them accidentally shoot themselves in the foot isn't as funny to see as it would be normally because it happens a noticable amount. I don't know much about programming a cpu, so I can't give much of an idea in this regard, but maybe you could try to add a list of previous actions for them to go off of or something, because it feels like they don't have a short term memory, not knowing what state the potions on the table are in.
I like the game, and I think it has potential, but right now, because of how easy it is for the player to win it feels less like a roulette game where you're trying to test your luck and your critical thinking, and more like you're just bullying the computer players. I'm sorry if this essay comment came off as harsh, but if the game is to be as good as it could be, it does need quite a bit of work with balancing. I'll stick around to see where you take this game in the future.
These are all fair points! The only thing I would argue is its less that the items are overpowered and more that I need to implement a more complex spawning system since the frequency they spawn I think is really high and the frequency you get skip turn potions makes it really easy to stun lock the AI.
The first major update I have planned I think will address most of your issues as it is a rework of item spawning, some new items which will help dilute the pool a bit, and I also plan on exposing a lot of those settings so everyone can customize spawn rates, number of potions, available items, ect to their hearts content.
As for the AI I don’t know what I want to do with that yet. Due to the short turn around of this project (~30 days) I kept it really dumb so I could focus on other features and polish. That being said it wouldn’t be overly hard to implement something that weights choice based on the potions left to make the behavior better and maybe could even set it up per character so each one plays a bit differently.
Idk yet, will really depends if I feel I can fit it in. The only thing I can say for sure is any AI update probably wont happen until the 2nd or 3rd planned update.
it's a simple fun game with lots of charaters the sequences are great and fpv is wonderful as well glad it was made hope to see other projects as well!
This is cool! The community effort put into it is awesome. It's a shame some of them don't have proper POV sprites for when you're playing them and that only some of them have a final 'losing' size. I hope those can be updated in the future!
I might look into doing an Android build if I have time, but especially with how google is trying to lock the system down I am not sure if I will spend a lot of time trying to get one working so I dont want to promise anything.
As for browsers, no I dont have any plans on releasing it for browsers.
I think thats a fair request. I will for sure add in some controls to help deal with the particle effects if they are a bit to much for peoples system as well as being able to disable them completely.
I dont know if I will release that as a patch but will for sure include it in the first major update with the game options that I have planned.
Since this was a casual collab I didn’t want to ask a ton from the artists who where generously donating their time to the project so the base level specs was just 5 sprites.
That said a few artists do want to try to update theirs with custom POV sprites and possibly abuse that little glitch/feature that gives a 6th stage in the future but since its up to each artist I would not expect every character to be updated.
i was just looking through seeing what people thought about the collab and thanks???????? i wasnt expecting to be mentioned by name. i wasnt one of the artists who was considering it bc i didnt know it was an option but yknow what? i'll do it just for you lol
Thank you for including the openGL versions I wouldn't be able play the game without it, between the two which one is better for low end pc ? My potato laptop couldn't handle the fancy smoke effects, my decade old pc crash each time I used any side potion.
The openGL version is the best for low end hardware. Thats about as good as it will get for older equipment unfortunately though maybe might add in options to disable the particle effects for lower end PCs in the future.
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Smoke after a potion reveals in front of you causes a lot of lag. I'd appreciate if you fixed this. ,
J'aime beaucoup ce jeu, mais quand la prochaine mise à jour sortira-t-elle ?
The game looks amazing and I would like to try it, but the computer I have I think is the problem 😔
In the opengl version it doesn't even open the game and an error appears on the screen that I don't remember what it was. And in the 'exe' it goes in but when I try to play where smoke particles come out in the jug it goes slow and then it comes out, I couldn't even start the game 🥲
The game looks great, I see the amazing effort and art, but I think I won't even be able to try it because of the PC I have, I don't know if it's the game but I think it's probably my computer. 😔
will there ever be a web browser version for this?
The Mac build can't even open.
I haven’t been able to test the Mac build so I can not guarantee it even works tbh.
Well, just giving you a bug report where it's deemed necessary, anyway, I can at least attest that it's probably a good game.
Hey!
To play the current build, you should make the content executable. For that use the following command, in terminal:
chmod -R +x ./pr.app/Contents/MacOS
Strange that's required just to get it in working order but I'll try that tomorrow.
Can you do for android to
Cute game! The only issue I've had is that the smoke particles cause a sharp fps drop until they despawn
Ya I plan on adding in some settings to help with that and looking into optimizing it better.
hello, i might be stupid but steps do i take for this game to run on mac
Will this be able to added as a web browser game?
Can you an Android version to
Please give the files descriptive filenames including a version number, help keep everyone’s download folder a little more comprehensible. :)
Also, given that Vukan-related issues are apparently significant enough for you to release a second version, I would significantly consolidate and simplify the language regarding this.
I get this is the internet and some people will just never read the description, but for those who do you spend too many words on technical details that mean nothing to 90% of the people passing by who just wanna run the game.
Instead of naming the release after a technical term link opengl, it should be named “Fallback” or something similarly descriptive. Then, right at the top of the description, have a bold “Please try the fallback version if the normal version doesn’t work” disclaimer, instead of having it buried at the bottom with misc. troubleshooting information.
Anything particularly technical should be saved for a “Troubleshooting” section and be exclusively found there. I’m sure some freak into marketing could give you numbers on this but I’d say it’s safe to assume most people are only going to read the first 2 or so paragraphs of your description so make sure the most important stuff is there.
Quick and fun game!
i made this account just to say i fucking love calabra, im not even into weight gain or fat fetish or anything like that, calabra is just peak, id let her crack me.
downloaded pr.exe -- it crashes every time i try to open it.
Try the -opengl version and if that fails your PC may not have a GPU that meets the minim requirements.
Android please... I'm poor so I don't have a computer.
android 🙏🙏🙏
I wish it had a Android version
I would love to play this game but the smoke effect around bottles actually crashes it for me. I know am on lower hardware but please options update?
Ya I know this has been a bit of an issue and I do want to get a hotfix out that allows users to adjust or just out right disable it. Its just a question of when I will have time to get to it.
Just outt'a curiousity, are there plans to bring any more artists into the fold for any more characterinos?
There are a few that missed the deadline for various reasons or couldn’t participate as they where busy in October but did want to join that are interested in adding in a character in one of the latter updates. There is also one new artist that was asking if they could join, but its really hard to know for sure until I get the assets from those artists.
The main thing I can say for sure is I am open to letting new artists join, but I am not planning to actively reach out to any more then I already have atm.
game is really fun. Quite simple and very direct game
https://youtu.be/8JuH66jI0K8?si=yx3xTcWnGAtVQTyZ
I do find it unfortunate how some characters don’t got a first person view fat!
but this is amazing!!
is there a gallery of some kind?
Not yet, but I do plan on adding one in the first planned update.
I can smell the woke of this game by the amount of different people in this game so i pass
ah yes, a large amount of characters in a game means it's woke, superb logic.
Are you able to actually define what woke is, or why it's so terrible?
That was a fun treat just in time for Halloween, great work on this!
Thanks! Means a lot coming from you all!
hello, i might be stupid but steps do i take for this game to run on mac
why does it kill the process when it hasn't even loaded in yet
Usually it means you GPU is not quite up to snuff. Are you using the -opengl version ro the standard ones?
Where do I input those commands to force which driver for it to run in?
You need to open a console window and navigate to the same directory the .exe is in (assuming you are on windows).
But in your case I would suggest just downloading the -opengl applications in the download list as it will do about the same thing and you dont need to mess with the console.
The opengl isn't even booting up either.
Sorry, its possible your PC is just not up to snuff if the -opengl builds are failing.
There is not much more I can do here, but if you want to DM me on the Weight Gaming forums I would be happy to see if I can look into the issue a bit more with you.
Is Android planned at some point?
Answered this below but since it will be more visible here, maybe but not sure. Will really depend if its an easy export or if I might have to do some tweaking to support it.
this game seems like itd be fun but even the open gl version does not want to open. as someone inexperienced with computers i have zero clue how one opens this with those command prompts and in what order. i really hope the game is made more stable and easier to run before it starts getting updates that adds more features.
Also, i tried opening it through my command prompt and got a ton of errors, saying it failed to load, parse, decode or etc some resource. its a long list but i could send it in a msg text if so desired
I assumed you also asked this over at WeightGaming so I answered it over there. Long and short though is your PC may not be up to snuff if you are having issues with the -opengl builds.
This game has a neat concept, with some really nice visuals from everyone involved, and I have to give you guys props there, but this game has a pretty big issue when it comes to balance. Ranked from easiest to the hardest to fix, the player always going first gives them an unfair advantage, the power-ups are too powerful, and the cpu's are too incompetent for their own good. I did a lot of games using as many powers I wanted to (one for each character/21, I did it as a challenge because I thought it would be harder), did a few using one per round max (5), and did a couple using none at all (3), and every single time the player wins because they are just given too much of an advantage.
Firstly, by giving the player first pick, it always gives them better or equal odds at getting whatever effect they choose to look for (even without the use of power-ups) because you are either always choosing from a 50/50 scenario where it doesn't matter who you give it to, or are able to decide what to do based on which potion colour was in the majority, giving it to the cpu if red, or to yourself if blue. By giving the player a constant advantage over the cpu, it almost always cause the player to be one or more sizes smaller than the cpu at all times because it removes a lot of the luck that a roulette game should have. A good way to fix this issue would be to make whoever is currently losing go first, with ties being random (yes that even includes the start) since now the person falling behind gets a slight leg up on the other player.
Secondly, out of all of the games I have played, the ones that I had the most fun doing were the 8 games where I limited myself in terms of the potions, because it actually felt like I had some chance of losing if I got too unlucky. Simply put, the power-ups are really powerful, and while that isn't inherently a bad thing, because of how much the player is allowed to use them (and how infrequently the cpu does in response but I'll get to that later) it basically guarantees a win which sucks the fun out of trying because a lot of guessing as to whether or not you made the right choice is taken away. In those 21 games where I could go as crazy as I wanted, there were times when I completely skunked my opponent because I was able to use multiple lethargies and give them 2-3 reds in one turn. Alongside being able to use so many, the amount of things that you are given every turn means that you will very rarely run out of options meaning that there's no downside for going crazy with what you have, you are given 2-4 every round, and because of this it was how I was able to get the three lethargies needed to do what I described a couple sentences ago. To fix this issue, the best things to do would probably be to limit the potions a player can use per round to one, while keeping the refill amounts the same, OR allow the player to use as many as they want at once, but only give them four at the start to add more thinking into when to use their powers (I would heavily recommend not doing both because then it would basically defeat the point of potions in the first place).
And lastly, the cpu's are too incompetent to be a threat, in every type of game I played there were multiple instances where the cpu would give themselves a potion guaranteed to be red (one time even in a two potion round where the red one was the only one left), they also very rarely use the powers that they have at their disposal, almost never using multiple unless they're getting rid of stuff to make space for different powers, using the looking potions and still putting a red one on themselves (yes this did actually happen once), and even using two switcheroos on the same potion (yes, this has actually happened once as well). Even though it is definitely an issue, I would not worry as much about this one, programming in itself is already really difficult. and I can't even image how difficult a well balanced cpu would be to make, however, because cpu stupidity is not the only problem, the balancing issues compound, seeing them accidentally shoot themselves in the foot isn't as funny to see as it would be normally because it happens a noticable amount. I don't know much about programming a cpu, so I can't give much of an idea in this regard, but maybe you could try to add a list of previous actions for them to go off of or something, because it feels like they don't have a short term memory, not knowing what state the potions on the table are in.
I like the game, and I think it has potential, but right now, because of how easy it is for the player to win it feels less like a roulette game where you're trying to test your luck and your critical thinking, and more like you're just bullying the computer players. I'm sorry if this essay comment came off as harsh, but if the game is to be as good as it could be, it does need quite a bit of work with balancing. I'll stick around to see where you take this game in the future.
These are all fair points! The only thing I would argue is its less that the items are overpowered and more that I need to implement a more complex spawning system since the frequency they spawn I think is really high and the frequency you get skip turn potions makes it really easy to stun lock the AI.
The first major update I have planned I think will address most of your issues as it is a rework of item spawning, some new items which will help dilute the pool a bit, and I also plan on exposing a lot of those settings so everyone can customize spawn rates, number of potions, available items, ect to their hearts content.
As for the AI I don’t know what I want to do with that yet. Due to the short turn around of this project (~30 days) I kept it really dumb so I could focus on other features and polish. That being said it wouldn’t be overly hard to implement something that weights choice based on the potions left to make the behavior better and maybe could even set it up per character so each one plays a bit differently.
Idk yet, will really depends if I feel I can fit it in. The only thing I can say for sure is any AI update probably wont happen until the 2nd or 3rd planned update.
Sounds cool man, like I said I'll be around to see where it goes.
(I'm on Linux)
I can not download it from the itch.io app. It seems like it has something to do with the file extension.
It has a problem where it keeps crashing when I try to boot it up.
it's a simple fun game with lots of charaters the sequences are great and fpv is wonderful as well glad it was made hope to see other projects as well!
This is cool! The community effort put into it is awesome. It's a shame some of them don't have proper POV sprites for when you're playing them and that only some of them have a final 'losing' size. I hope those can be updated in the future!
would really like this to be on android, or browser if you could (the edit was me fixing a typo)
I might look into doing an Android build if I have time, but especially with how google is trying to lock the system down I am not sure if I will spend a lot of time trying to get one working so I dont want to promise anything.
As for browsers, no I dont have any plans on releasing it for browsers.
Is there will be Android?
Opengl or not it still severely lags when smoke clouds appear, especially when it's close to your face.
Please, optimize or give option to remove smoke clouds.
otherwise it would be a fine game.
agreed
I think thats a fair request. I will for sure add in some controls to help deal with the particle effects if they are a bit to much for peoples system as well as being able to disable them completely.
I dont know if I will release that as a patch but will for sure include it in the first major update with the game options that I have planned.
This is awesome, great game. <3
pretty good but was a little sad that some characters didnt have first person or fail sprites will those be added in the future?
Since this was a casual collab I didn’t want to ask a ton from the artists who where generously donating their time to the project so the base level specs was just 5 sprites.
That said a few artists do want to try to update theirs with custom POV sprites and possibly abuse that little glitch/feature that gives a 6th stage in the future but since its up to each artist I would not expect every character to be updated.
do you know if eibel or grinex were among them? i liked their ocs quite a bit
i was just looking through seeing what people thought about the collab and thanks???????? i wasnt expecting to be mentioned by name. i wasnt one of the artists who was considering it bc i didnt know it was an option but yknow what? i'll do it just for you lol
what a nice surprise to wake up to. i look forward to seeing more of miryen in the future
Thank you for including the openGL versions I wouldn't be able play the game without it, between the two which one is better for low end pc ? My potato laptop couldn't handle the fancy smoke effects, my decade old pc crash each time I used any side potion.
The openGL version is the best for low end hardware. Thats about as good as it will get for older equipment unfortunately though maybe might add in options to disable the particle effects for lower end PCs in the future.
Thank you <3