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(+7)

I want to start by saying that this isn’t meant to be a rant or a takedown of the developer. I’m trying to approach this as objectively as possible, without letting my personal preferences for this particular kink or similar things influence my opinion.

What I think about A Bellyful Life—and also its Unreal version—is that it feels absolutely unfinished and offers very little in the way of meaningful interaction.

On one hand, the worldbuilding, menus, and graphics give a solid first impression and make it seem like a playable experience. But that made it all the more disappointing to see what you can actually do in the game—and how quickly you run into walls, because so many things either weren’t properly thought through, connected together, or simply leave you alone in a sandbox with no clear direction on what you can or should do.

After trying the 2D version of A Bellyful Life, I immediately tested the Unreal 3D version afterward—and to me, that one is even worse. In the 2D version, I still felt like: “Okay, I can earn money through side jobs, streaming, and increasing my body mass while interacting with the other girls.” But the 3D version? It’s really just a sandbox where you can run around completely aimlessly.

As I said, the base structure seems relatively solid, and at least in the 2D version, I didn’t encounter any bugs or crashes. In the 3D version… well, it’s UE5—what can I say—it freaked out a lot.

While the 2D version, through its various dialogues and interaction options, still invites you to explore and experiment, the 3D version completely kills that motivation. Don’t get me wrong—many of the animations are fine—but a lot of the features you’d expect simply don’t work because they’re not implemented, unfinished, or lack the necessary assets.

The issue here isn’t that the developer is incapable—quite the opposite, actually. The problem, from what I saw after a bit of research, clearly lies in the number of projects. Aside from a few minigames that do exactly what they’re supposed to—quick, cute, funny little time-killers—there are so many other projects where the developer seems unfocused, constantly jumping between ideas, adding bits and pieces here and there, and occasionally starting completely new games.

Everyone has their own creative flow and working style, and I respect that. Starting a new side project now and then? Absolutely fine. But at some point, you’ve got to get truly invested in one larger project, keep working on it, make consistent progress, and give players something substantial.

The worst part for me in the 3D version was the completely unexplained controls. There are no settings for mouse sensitivity, and overall, it feels incredibly raw and unpolished. NPC dialogue boxes appear through walls and buildings, and interaction prompts pop up everywhere—an overwhelming flood of input that just leaves you confused.

After about 30 minutes of running around and experimenting, I turned it off because it just repelled me from a gameplay perspective. It wasn’t the inflation or the kink that bothered me—it was how the whole thing played. The controls feel chaotic, the feedback is overwhelming, and basic information—like small quests or even a simple “How the fuck do I control this and what exactly can I do here?”—is completely missing.

In my opinion, everything the developer has released (apart from the minigames) feels so unfinished and unplayable that it’s hard to find any real enjoyment in it. What I did see, however, shows definite potential—especially in terms of visual design and the attempt to implement mechanics in a structured, functional way. But the overall impression remains that of something started without a clear plan.

Keep going, try to focus on one project, and I wish you the best of luck. Thanks for the free experience.

(+1)

Just want to tell you that the dev no longer works on there games. in one of the patchnotes for Unreal Bellyfull Live is more explained.