The work and thought put into the descriptions here are absolutely fantastic, with a steady and compelling progression through each level and size (I love how the pace of description changes quickens as the player character approaches their due date, or how we get more and more of the player character's perspective with larger numbers of multiples). If this project continues its trajectory and reaches ever closer to being a proper 'simulator', I should expect to find myself awaiting each update with a palpable sense of anticipation.
Time for a story. On my first run through the game, I began with a singleton pregnancy (as the game's code mandates), moved on to twins and triplets with the second and third cycles, and then quit after seeing another singleton, assuming that I had reached the end of unique content. This was a perfectly effective rising narrative, and ultimately left me with a strong enough impression of the game to return to it today, where I was instead greeted by a streak of four multiple-less pregnancies. Figuring that the first duplicate was just the result of avoiding the café on my second playthrough in the interest of expediency (and being proven dead wrong shortly afterwards), I embarked on a series of mechanical experiments—spaced out between the monotonous process of clicking through the weeks of yet another singleton cycle—to determine what separated my initial run from now, culminating in me pulling out my meager web dev knowledge to inspect the Twine code directly. This curiosity led me to the last revelation I would have expected: the size of each pregnancy, the factor that decides how the player will spend the next 20 to 50 minutes of their playthrough, was in the hands of a simple random number generator, bounded by the player's total number of births. The next visit to the doctor yielded quintuplets.
Had that ideal first playthrough been more like the second one, I'm not sure I would've enjoyed the game enough to even consider leaving this comment. The situation here is one where the game's core outcomes, be they desirable (larger multiple sizes) or undesirable (smaller sizes or, worse, sizes the player has already seen) are entirely out of the player's control, with enough unpredictability that two different runs can feel like night and day in terms of presentation.
Although game development is hardly my area of expertise (feel free to drop a message if you need a banger soundtrack sometime in the future, though!), I sense that the path to fixing this is twofold: allowing more player agency around the main character's size, and unburdening the experience of rolling Yet Another Singleton. The game's existing stress stat—difficult to manage at first, but eventually freeing up once the surrogacy checks and payouts start entering the picture—feels like the perfect tool for improving the former (alongside some potential extra factors like food consumption and work), while I could see the game ameliorating the latter with some combination of events that can't be seen in a single pregnancy (giving the player a reason to engage even without a new set of multiples to work with), or simply including some 'auto-play' functionality to skip unwanted cycles in exchange for money and added stress. Even then, I would appreciate it if the game stored the player's previous sizes somewhere to protect against the four-singleton pileup I witnessed today, akin to how modern Tetris games include checks to prevent I block droughts or massive strings of S and Z pieces. Although mitigating randomness arguably clashes with this project's simulation goals, the rush of reaching new content through a balance of serendipity and careful planning is arguably one of the F-game's greatest strengths over other media options (i.e. reading a dump of isolated text data).
Most of my other critiques boil down to fairly minor nitpicks:
The player character's advancing pregnancy ultimately bears little impact on the activities of each week—unyielding fatigue and increasingly-limited mobility don't stop her from waking up at the crack of dawn, going to bed deep into the night, and spending long hours at work. Adding some subtle (or not-so-subtle) shifts in mechanics as the weeks progress would be a great way to heighten realism while also giving the player more to think about beyond rote repetition of their weekly tasks.
Working always skips the time to evening, even when it's already night. This does open up some interesting strategic pathways, but is a bit of a loss for realism.
I was a bit disappointed that the game's wonderful clothing descriptions run out of new things to say after a singleton pregnancy—I was especially looking forward to seeing how the summer dress would hold up to further expansion, or how well the maternity clothes would handle something on the scale of quintuplets.
The game skips over any aspects of the postpartum experience, which seems like a bit of a missed opportunity.
On two separate occasions (both during this playthrough) I entered a glitched state. The first of these was a sextuplet pregnancy that had the home descriptions of an overdue singleton and the Beth dialogue of twins, while the second seemed to ignore the ending of a prior quintuplet birth, with overdue text throughout, and yielded 0 children. The first resolved itself after its completion, while the second persisted through three pregnancies before I finally accepted defeat. I suspect that both of these are related to the newly-added week skipping feature, but I wouldn't know for sure.
I apologize if any of this comes across as overly harsh or demanding. An embryonic game with this much potential doesn't come around every day, and I wouldn't have written nearly a picture's worth of words about it if I didn't think that it could meet that potential. I sincerely hope that this feedback proves valuable as you continue to take this project to new heights.
Does stress do anything? I got her up to 150. Wanted to see if would effect what the midwife would say, or maybe even trigger labor sooner. Game interesting, but it feel empty. It felt nothing beyond sleeping and going midwife when told did anything.
the new content i can access is great! maybe you should increase breast size limit and descriptions on breast size, or decrease frequency of the breast expansion event? add a delay to it? this was a good update. i shall take this moment to report more bugs to you.
i got pregnant the first moment i could. immediately the next morning i gave birth and every pregnancy after were octuplets that would cap out at quadruplets in the morning description. it also shows an error and says the code for that.
you still get double charged for rent.
i would love to buy clothes and have descriptions for what my character looks like in those clothes like mentioned in the update but the shops don't actually have any inventories.
the breast expansion event of a busty woman talking with a flat woman doesn't trigger breast expansion and instead gives an error where it displays the code that would otherwise cause the breast expansion.
the cafe that lets you buy healthy food to remove stress shows the coding line for removing stress instead of removing stress.
entering the kitchen from any room in the house adds 1 stress. entering the bathroom from the kitchen also adds 1 stress. eating doesn't reduce stress at all.
the midwife caps out at 20 weeks description at every pregnancy size? until you're very pregnant/due/overdue.
the clothing you're wearing still has a 0 next to it in the mirror that you look at yourself in.
the shower descriptions never display properly past early pregnancy as far as i can tell.
i made an account just for you. i really like this, it's cool. :)
there's a lot of promise here. i look forward to future updates. it's a simple and fun concept. the dialogue where the player describes the feelings of fullness and activity in her belly are a big turn on.
current bugs i found:
when you're pregnant all of your descriptors display at once.
visiting the doctor causes them to impregnate you again if you're already pregnant, their 5 week appointment doesn't work.
the midwifes visit leads to a page that says just } instead of having choices.
clothing description doesn't play into pregnancy size like it should (i assume).
the hospital page says it doesn't exist.
getting to week 40 triggers the entering third trimester dialogue after sleep.
← Return to game
Comments
Log in with itch.io to leave a comment.
The work and thought put into the descriptions here are absolutely fantastic, with a steady and compelling progression through each level and size (I love how the pace of description changes quickens as the player character approaches their due date, or how we get more and more of the player character's perspective with larger numbers of multiples). If this project continues its trajectory and reaches ever closer to being a proper 'simulator', I should expect to find myself awaiting each update with a palpable sense of anticipation.
Time for a story. On my first run through the game, I began with a singleton pregnancy (as the game's code mandates), moved on to twins and triplets with the second and third cycles, and then quit after seeing another singleton, assuming that I had reached the end of unique content. This was a perfectly effective rising narrative, and ultimately left me with a strong enough impression of the game to return to it today, where I was instead greeted by a streak of four multiple-less pregnancies. Figuring that the first duplicate was just the result of avoiding the café on my second playthrough in the interest of expediency (and being proven dead wrong shortly afterwards), I embarked on a series of mechanical experiments—spaced out between the monotonous process of clicking through the weeks of yet another singleton cycle—to determine what separated my initial run from now, culminating in me pulling out my meager web dev knowledge to inspect the Twine code directly. This curiosity led me to the last revelation I would have expected: the size of each pregnancy, the factor that decides how the player will spend the next 20 to 50 minutes of their playthrough, was in the hands of a simple random number generator, bounded by the player's total number of births. The next visit to the doctor yielded quintuplets.
Had that ideal first playthrough been more like the second one, I'm not sure I would've enjoyed the game enough to even consider leaving this comment. The situation here is one where the game's core outcomes, be they desirable (larger multiple sizes) or undesirable (smaller sizes or, worse, sizes the player has already seen) are entirely out of the player's control, with enough unpredictability that two different runs can feel like night and day in terms of presentation.
Although game development is hardly my area of expertise (feel free to drop a message if you need a banger soundtrack sometime in the future, though!), I sense that the path to fixing this is twofold: allowing more player agency around the main character's size, and unburdening the experience of rolling Yet Another Singleton. The game's existing stress stat—difficult to manage at first, but eventually freeing up once the surrogacy checks and payouts start entering the picture—feels like the perfect tool for improving the former (alongside some potential extra factors like food consumption and work), while I could see the game ameliorating the latter with some combination of events that can't be seen in a single pregnancy (giving the player a reason to engage even without a new set of multiples to work with), or simply including some 'auto-play' functionality to skip unwanted cycles in exchange for money and added stress. Even then, I would appreciate it if the game stored the player's previous sizes somewhere to protect against the four-singleton pileup I witnessed today, akin to how modern Tetris games include checks to prevent I block droughts or massive strings of S and Z pieces. Although mitigating randomness arguably clashes with this project's simulation goals, the rush of reaching new content through a balance of serendipity and careful planning is arguably one of the F-game's greatest strengths over other media options (i.e. reading a dump of isolated text data).
Most of my other critiques boil down to fairly minor nitpicks:
I apologize if any of this comes across as overly harsh or demanding. An embryonic game with this much potential doesn't come around every day, and I wouldn't have written nearly a picture's worth of words about it if I didn't think that it could meet that potential. I sincerely hope that this feedback proves valuable as you continue to take this project to new heights.
Does stress do anything? I got her up to 150. Wanted to see if would effect what the midwife would say, or maybe even trigger labor sooner. Game interesting, but it feel empty. It felt nothing beyond sleeping and going midwife when told did anything.
the new content i can access is great! maybe you should increase breast size limit and descriptions on breast size, or decrease frequency of the breast expansion event? add a delay to it? this was a good update. i shall take this moment to report more bugs to you.
i made an account just for you. i really like this, it's cool. :)
there's a lot of promise here. i look forward to future updates. it's a simple and fun concept. the dialogue where the player describes the feelings of fullness and activity in her belly are a big turn on.
current bugs i found:
when you're pregnant all of your descriptors display at once.
visiting the doctor causes them to impregnate you again if you're already pregnant, their 5 week appointment doesn't work.
the midwifes visit leads to a page that says just } instead of having choices.
clothing description doesn't play into pregnancy size like it should (i assume).
the hospital page says it doesn't exist.
getting to week 40 triggers the entering third trimester dialogue after sleep.
edit: rent double charges two weeks in a row too.
Brilliant! Thanks for these. Quick fixes so already done and will be in the next build!