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(+2)

The short read of my comment is: I agree with many of the other comments here, and find this initial concept interesting. When it has a significant update I would greatly appreciate coming back to see more.

That said, I have some thoughts I'd like to share.

I echo the same sentiments as most others in the comments: apple seed RNG feels too high and gameplay loop has a lot left to be desired. I would like to throw out some suggestions for what could help change up the gameplay. These may already be ideas in consideration, so take this instead as "things I would look forward to seeing!"

In the beggar sections, I think being given some sort of choice options would be a bit more engaging. Like how you are forced to leave because of the police warning, maybe other random encounters could happen. I see the people dialogue having some people make "offers", I don't know how explicit you plan for this game to be, but having a choice in maybe taking up one of these offers could be a way that either helps you to earn more money or potentially lose money. I don't think it needs to necessarily be involving "sexual favors", and if it did then we don't need graphic detail. The game has an obvious vibe it's going for and it should try to keep in line with the desperation and the despair.

Some examples of various choice sections could be: someone asking the MC to do something that could potentially land her in trouble (ie. go throw a brick through the window of this place, like cruel and degrading pranks that have chances for consequences with the police), having someone she knows from school or work or family that maybe pities her or uses the opportunity to bully her, or having someone actually give her food instead which could maybe improve her health in a minor way (more on this in the vending machine section).

While you feel more helpless just sitting and waiting for people to give you money, I think that sense of desperation can still come through with more engaging moments like this. Certainly would help break up the waiting and make it feel all the more special if used sparingly.

In the vending machine sections, I think instead of tying the RNG purely to the amount of money punched in, it could also rely on the inputs of numbers put on the numpad. I see the vending machine art has a bunch of buttons, so it might be a case where a certain amount of money + a certain code combination could help you in getting a specific type of food (bugs, body parts, "normal" foods) and it may help to also make it so you can discern whether the item is a food or a drink.

I played through and only got food why my MC was dehydrated. Which actually, in real life, you would survive far less without water. So I feel like if the MC is dehydrated for too long, then that itself could be an ending where she dies to that rather than just starvation. But the idea of putting in money and punching in a code could have you making the choice to help your thirst meter or your hunger meter. (For example: 200 coins with the code 1234 gives you a food item, but 200 coins with 6789 gives you a drink, determined by food starting with odd numbers and drinks starting with even numbers, this could be more randomized to your discretion but it would be nice to have a little more control over just what you could possibly get).

I'm not familiar with the original SCP story so maybe that isn't how it works, but having this addition could then mean you could hide codes in areas or have hints that can steer people to try things and thus get special food items that could lead to rare endings.

As for food intake, I think there should be more immediate responses from the MC to certain foods. If a certain food is conventionally repulsive (rats on a stick or eyeballs in a jug) then I think there should be a more immediate chance of the MC becoming sick or even refusing to eat it. Maybe she will only eat it if she has 0% in her stats, but I also think there should be chances of success that then increase the more that she eats a specific food type. The more successes she gets, it could also become more filling and allow her to sit and beg more without worry of immediately starving.

Maybe it can also psychologically effect her as she may become dependent on a specific type of food. This is where the food RNG can come back into play because as you focus on a certain food group, for example: bugs, then anything that isn't a bug can be more repulsive or be something she refuses to eat.

Additional gameplay elements, I think this game would greatly benefit from an in-game clock or calendar system. It would help to have a limited amount of time day-to-day or to have certain times of day better spent at various places. Sitting and waiting in real time can become quickly disengaging and tiresome if you're doing nothing else to engage with the game. Which is where many folks would like to ask for some sort of additional gameplay feature or for the begging sessions to be shorter.

And what might be nice to go in tandem with this is to choose a location to beg at. So depending on the time of day, maybe you can go to different places to either have more chances for earning or to decrease your chances of getting into trouble. Whether that be by the law or unkind and cruel people.

So maybe during midday, you can go to a park to beg. This can come with advantages and disadvantages, so:

advantage=Police won't bother you for being in the public park

disadvantage=being out in the sun has a chance of causing sunburn and makes you thirsty faster.

Then at night, you can beg by the street near the fancy restaurants:

advantage=more chances for earning money and potentially receiving safe food

disadvantage=police are more likely to catch you. Then rather than have a window pop-up asking if you want to wrap up, maybe have one of the random dialogues in the corner say "That's so despicable, someone should call the cops" the dialogue bubble could be a different color just to help make it more accessible for people to pick up on it being important dialogue to pay attention to.

Now for some very nitpicky, small quality of life changes I think could be useful in just polish and feel of the game:

  •  when in the inventory, I would like it if I could click outside the window of it to exit or to immediately jump to begging on the streets, my natural inclination because I was trying to outpace the timers was to stock up on eating food and then immediately go back to begging
    • sidenote: might help if the timers weren't so fast, this was a complaint I saw brought up and I can agree that it feels difficult to keep up when this game essentially doesn't have a pause screen to allow you a break or give you access to settings in case you wanted to adjust volume or text speed
  • dialogue for receiving types of food should not repeat, it also feels like there was an intended order for how many appleseeds you get (at getting 1 the MC comments how she doesn't know if it's an apple seed or not, but if you got a baggy of 100 before then she would comment exasperatedly over the large amount of apple seeds not being enough) maybe there just needs to be a flag for noting when a food item has been previously discovered so she doesn't repeat dialogue OR some way to stack the variable so the first time she gets seeds, she can wonder what they are, but next time she only gets one seed she can comment "more seeds? Really? Does this thing have anything else?" really just to build on that exasperation rather than tie it to individual items.


  • capability to skip intro cutscene/tutorial for new games, even if you are starting the game for the first time, some people might be coming to this project from seeing another play it. This isn't necessarily the only reason for it, but I think having the option there to say his ESC and get a popup asking "Are you sure you want to skip the tutorial?" just to ensure players don't hit it by accident and miss out if they DO want a tutorial


  • Having a clear indicator that shows up to say "click to continue" would be helpful, could be some text that fades in at a corner or little icon that blinks to show it requires an input from the player to continue


Overall, I see you have a few other games that I am interested in checking out! This could be just a small project that you don't plan to go further, but the concept is neat so I'd love to see an update that further explores it. This is a great start and the polish you do have is wonderful: good art, the music is thematically nice, and a fairly clean and easy to navigate UI! This has an incredible start, don't take all the criticism too harshly as understandably, it is in a proof of concept phase that I see having the potential to build to a good resource management game. As well as tell a twisted narrative involving the psychological effects around food from an unknown source with dubious effects.

(+2)

I'm currently making a video, which will include all the references I was able to understand, but the dialpad isn't how the original SCP worked. It was based on 3 things in the story: The amount put in (more the 500 yen is bad), the amount of times used (more then 10 times in a day is bad), and whether it's powered or unpowered (unpowered is bad). With that being said, the developer could do a ton with that alone.

What do I need to do to get each ending? what is the requirements for each transformation/path?

(2 edits)

I haven't reached any endings but been noticing some transformations 

Easiest one is the appleseed transformation, having 5 different stages. You can just pay 10 constantly to get 10 seeds, or pay 50 to get 50 seeds. It happens everytime from my experience and I've been playing for about 5h straight now (help)

Then's the bug/insect transformation, it's tricky and I've only seen one stage of it. Been slowly eating appleseeds so I remain normal and not starved while saving up insect foods. Leeches don't seem to count toward this, idk about snails. Worms do. I've only seen 1 stage of this transformation

Idk about rest, only drinking sodas leads nowhere from what I've seen

If you pay 500 you often get objects?... I feel like eating multiple objects in a short time period might give some new transformation path

Then there's human related items like the baby looking thing and eyes. Could also lead somewhere, I haven't gotten enough of those items to dare and try (edit: doesn't seem to lead anywhere, ate about 6 of these items. Maybe they negate each other somehow or just don't have transformation path)

I've been decompiling the code and I can confirm that there are 6 paths! There's the anorexia line (starving), perfect line (eating healthy food), unhealthy line (eating unhealthy food), anomalous line (eating anomaly-type food), parasite line (eating bugs), and the "hollow bride" line (consuming a lot of liquid).

The healthy and unhealthy lines have 5 transformations, while the others only have 3 transformations. This is the snippet of code I found about the requirements.

I've been working on a spreadsheet listing what food counts towards what transformation!

Agree! I also decompiled it and I think the ideal strategy (in version 0.1.00 at least) is

  • At first, only eat ¥10 packs of apple seeds and drink ¥150 unhealthy liquids (100% chance for each). This grind will let you survive, stay normal and save a lot of money or food items. You can even go down all 5 steps of the healthy route or fat route by varying the ratio between seeds and sodas. You can always starve to return to normal.
  • Only other price point worth bothering with besides the aforementioned ¥10 and ¥150 is ¥100 (and ¥500 if you have that coin). This gives a good value-for-money of anomalies, healthy liquids and parasites. Healthy seeds and unhealthy liquids are best obtained in the previous point.
  • After saving up enough items from it, eat a selected category at once to transform as you wish to the 3 stages of the other routes. 

Minor optimizations:

  • Only eat on the street to waste less time not begging, although looking into your inventory next to the vending machine is the only place to see the front standing sprite.
  • First operate the coin slot as many times as you need, then collect everything from the output tray by spam-clicking.
(2 edits)

takes a lot of insect and bug foods to get there, got this after she looked fat (fat is an unrelated stage to this)

saved up bug and insect foods and ate 10yen seeds to grind

note: leeches don't count toward this


How do you get anything other than starving to death

appleseeds 

paying 10 or 50 gives them, 10 feels to be better value

just spamming those and waiting for money to build up

I see, then when i have like 20 000 money ho do you advise to spend it? What should i avoid?

Like 200 at a time, 1000 or what?

(2 edits)

from what I've seen 500 gives object related items a lot of the times, 1000 gives either "KFC" or 1000seeds

100 seems to give a variety of items (esp insect related) anything below it gives seeds

10 and 50 always give seeds

idk about rest honestly anything over 1000 is just pain to insert into the vending machine you starve in the process lol

(+2)


Eating enough bugs makes you into one apparently...

(+1)

holy shit

That kinda cool ngl damn

How exactly do I get any endings other than getting arrested or starving to death?

(+1)

The game needs dome QoL and bug updates, but otherwise seems like a good little game.

QoL:

- A fastfoward button would be great. Too much idle time waiting for coins

-  Maybe some new dialogue that hints to you what ending you are currently on

Bugs:

- The gallery (I didn't bother to play too long because I don't see the point until this is fixed. Which I am guessing this is to keep track and see which endings/food items you have gotten? Or at the very least I hope it is the food items. I would love to keep track of that.)

(+1)

giving 10 000 to the machine doesn't give anything special

adding proof pics soon if itch.io allows me to, struggling to post a comment with pictures

strategy for saving for me were 50 and 10 yan apple seeds (mainly 10yan)

takes too many hours tho lol

(2 edits) (+1)

idk why I was left with 105 money, I know I inserted 10000 to the vending machine

haven't seen this item before but it didn't seem that special that it'd be worth 10k, I'll test later how much food it gives

it's worthless. about 5-10% food, 0% thirst

very tedious to collect and isnert coins, hopefully rng gets reduced or improved and some sort of fast forward is implemented :'D

cool arts and concept though

(+2)

This is honestly a really neat little concept for a game. The simple scarcity and desperation of I-will-eat-basically-anything feels novel. Unfortunately, as it currently is, I've been at this for 3 hours trying to see anything other than just steady starvation by attrition, to no avail, and this has resulted in the gameplay loop wearing out its welcome. I feel like the tedium is an intentional part of the experience, and I can appreciate that, but there's such a thing as overdoing it (which, although I know the game isn't in its finished state, is how the experience currently plays). Would come back to this if it were a little less arbitrary in how long it takes to achieve the payoff.

Still, to stress again, solid concept! But really needs some fixing up so that I can actually find the content you put into the game. 

welcome back anomalous coffee machine...

(1 edit)

Minus the adult stuff that is and I'm fine with that.

(+5)

Yeah same as all other comments. Beyond the apple seed apotheosis, achieving anything else is far too difficult. wanted to see the bug ending, but if you can't see the hidden values that determine how the character transforms, the RNG just holds this thing back far too much.  it would take Hours just to farm the bug food and then you would have to stave to reset your values and then hope you have saved up enough. 

compounding that with the lack of the galery feature surry i can onyl give a thumbs down. 

(-3)

chocolate penis? we gonna get a sex update?

If you want a sec update just go play Anomalous Coffee Machine.

Then why is there peni if no sex 😭

I don't know ask the devs but I know the other game I said is SCP-294 well this one is SCP-261 two different SCPs but with the same concept about the person who drink ghe drinks or eats the food that they might transform.

(+1)

P̷̯͙͈̟̉̚̚Ŕ̶̢̩̰̻̳̙̞̺͛̏͝a̵̢̗̥̔͂̾͊s̵̠̀͋̔͌̃í̸͎̼̹̺͉̙̖̦̈́͑̔́͂̇͘͝͝e̴͎̟͙͑͑̈́͐̈́̃̈́́̚ ̴͕͍͌͂̈́̈́̌̔̊ͅT̵̡̳͖̱̠̜̻̖̉̋͛̈́͘͜H̷̢̝̣̥̱͔́̓͋͆͘e̷̝̽͑̉̊̿ ̷̛̖̗͇̂̈́̇̓Å̸̠̯̤̮͙̪͔͛p̸̨̛͉͎̙̩̲̯͇̥̠̊̅̾̑͒̋͠͝p̴̻͎̏̃͑̃́̂͠͝l̴̪̙̊̐́͊̈́͗̇́̕Ë̴̠̖͕͎̻͉́͊́͛͆͆̓ ̴̲̩̳̲̣̀͛̋̒̒̕S̷̗͍̞͍̙̩͇̭̰͊̆̓̉̐́e̸̜̺͔͓̣͍̦͕̯̱͂̾Ȩ̵̛̝̹̤̫̗̻̰̹̳̏̄̈͊̊D̶̖͙̤͍̠͇̟͋̒s̵̡̛̳͕̱͕̩͇̗͚͉̆̉̐̀̃̾

(+1)

ꉣꋪꍏꌗꀤꍟ ꓄ꃅꍟ ꍏꉣꉣ꒒ꍟ ꌗꍟꍟꀸꌗ

(+1)

What a neat little game. I think I'm gonna make a video on it, just to document all the items currently in the game. I love the fact that there is a mobile version too?? I thought that was absolutely awesome, I've never seen a game do that before. When I post the video, I'll be sure to upload it here. Looking forward to seeing the full game. 

(+3)

PRasie THe ApplE SeEDs

(+1)

im gona try this haha

(+1)

Praise the Apple Seeds

(+1)

The Appleseeds

(+1)

I really wanted to play this game myself but it eats away way too much time to reach an ending that I just don't have, It's a cool concept but past the hour mark it starts to overstay its welcome and since your hunger drains so fast you can't experiment at all, the seeds you sometimes get for a 100 is the finishing gut punch to my patience.
it either needs more to its gameplay loop or a slashed run time but I genuinely hope to see more from you as I think this is still a step in the right direction. 

(+2)

(+2)

(1 edit) (+1)

Interesting, but needs a lot more direction. Closer to an idle game than anything but you don't know what the number going up can really be used for. If there was a way to manipulate the rate you get money I think that'd make things better. Unfortunately right now it feels like a more tedious version of the other vending machine game.

(+2)

I can't get anything aside from bugs and apple seeds

(+1)

try putting in rounded values such as 100, 200 etc to not get apple seeds... or at least a way smaller chance of them. that worked for me.

I played for at least 2 hours, and twice she got fat. That's it. Maybe I'm missing something, but I have no idea how to get something to happen. I'm not invested enough to warrant more time and experimentation put into figuring this out, so I'm leaving it at that. 

How did you even get that she just dies of starvation or becomes an athlete all the time for me

How do you actually attain an ending?

(+4)

I really like the idea but I feel like after playing for an hour I feel like I should have been able to see something past basic starvation and getting caught by the police (starving barely having a scene and the police just being a basic game over). I suppose the items that actually... do anything? Are rare? Which is really too bad I liked what i was seeing in the previews. I suspect some of the actually fun food and items are at a higher money tier but the meters go down so fast I wasn't good enough or lucky enough to save up enough money to test.

I don't know, in it's current state it's too hard to find an actual payoff in my opinion. The ghoul you get before dying is kind of fun but it doesn't really do anything. Hell the girl's hand turns back to normal when you starve lmao.

Anyway what I'm trying to say is I'm intrigued by the potential but the game just does not give enough in a timely manner to keep people interested.

(+4)(-1)

Interesting game but desperately needs some features to help it out.


A. pause menu.


B. less rng.


C. some proper display for hunger and water as they are widely inaccurate.


D. fixed gallery.


E. hints.

(+1)

There is a pause button. When you press the button on the top left it pauses the game.

Hints are on a display after you get an item at random.
Most have a number that appears on the vending machine's display that shows how much currency you need to put in to guarantee that item.
This fixes both Hints and RNG issues.

ah i see, ngl unless im blind i was that was more obvious

(1 edit) (+2)(-8)

Please make a pause feature. had 64% hunger meter. Stopped to respond to a text a friend sent requesting advice. Was on the vending machine screen. Two minutes later I look back to see I am at 0% Hunger. Even worse, started a new game. Trying to speed through the tutorial text and notice that the hunger meter is rapidly declining before I even can insert coins. You can literally begin with 0 hunger and food if you took too long to read or click off the tutorial's text blocks! Furthermore, the liquids are too scarce. I only got a bottle of water and a bottle of soda once each out of the 38 minutes I played, and I tried everything from 50-400 coin increments.


MC is kind of a dumb bitch. Should be taking her money to a 7-11 rather than risking it on a machine that enjoys handing her apple seeds in weed bags. lol 


So, good concept, but over a half an hour of sitting there watching meters go down or staying at 0% and nothing even remotely interesting ever happened. No transformations except thinning. Boring game currently, and way too unforgiving with an RNG seemingly designed to troll the player. Ate an alien chest burster that cost me 300-400 and fed my hunger 0%, so that kind of pissed me off too. :/

(+6)(-1)

meh its a cool concept but i really dont like the waiting or idle for too long, maybe fast foward feature is needed

(+2)(-2)

what a miserable game 😞 not in the sense of being bad or difficult but more in the sense of being very sad, reality is cruel, I really hope this never happens to me, my God, unfortunately she died of hunger and poor health, it really was a very sad death

(+2)

10/10

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