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(+2)

I suggest adding a line for when a player forgot to eat and gets booted to the menu that they had done so. Right now we have no idea why we are getting booted to the menu and its causing confusion.

I'm also unsure why eating is even included as part of the game as it doesn't really add anything meaningful right now, unless you plan on making it a part of some weight gain content in the future.

(+2)

Similar thoughts on both counts. With current implementation, eating is just a chore that threatens to lose your unsaved progress if you don't pay attention. In general, it's better to incentivize behavior by giving the player an upside to performing an action. Pure punishment for not doing an action only serves as padding and frustration if there aren't additional factors like action economy and balancing multiple decisions with both upside and downside to consider. At the very least, not eating shouldn't result in gameover, but instead something like loss of growth or poor job performance or something else recoverable.

(+1)

About losing your "unsaved" progress, the advantage of the Ren'Py engine is that it automatically saves your progress every few minutes, so you'll always have it there to recover your progress. However, I really liked the idea of losing growth or even the poor job performance, I will probably add it in the next version, so thanks for your feedback!

Well the first day you don't eat anything, when you wake up, the narrator says exactly: "You wake up feeling a bit hungry, maybe you should eat something today.", so you have already been warned there. However you're right, eating doesn't add anything for the moment, I just wanted to make the game a bit more "difficult", but it's true that it doesn't make sense that takes you to the main menu, so I'll change it for the next version