Good news! Fatty Text Adventure Game now exists in a non-flash format! Bad news! I have no idea how well it will actually work! But regardless, there is a newish version of the game. No content was really added, although a lot of systems have changed slightly in some obtuse fashions. The intent is to be an exact remake, but obviously a lot of things don't really translate perfectly, especially because a lot of stuff was poorly done in the first place.

All that to say, feedback would be very helpful! So if you run into any errors or broken scenarios, let me know! Also if there's anything you like/dislike about the UI then please let me know. The grid of buttons no longer exists, which has a lot of up and down sides. So any feedback on your experience with the navigation systems or anything else would be very helpful.

I'm not especially planning on adding any new content. I just wanted to get a functional version of it to exist, since I know that's something a lot of people were looking for. Working on Mountain of Fud (which I still somewhat plan on continuing at some point) provided a lot of great practice working with Twine, and re-coding the entire game in Twine was basically the easiest solution. So don't get your hopes up too much for new content, but I do plan on at least trying to make this version work as good as possible. I'm not sure how well this'll compare to the original, but at a minimum... it... exists, which certainly gives it a leg up!

Thank you very much for your time, and I hope you have fun!

Version 0.64a
-Fixed mountain traveling not properly counting stamina.
-Dodging works now! Apparently it was broken almost the whole time!
-Fixed several typos.

Version 0.64
-Fixed greatsword price.
-Fixed appearance of weight based travel descriptions in the city to be more sensical.
-Fixed dialogue in general store.
-Fixed error in dessert village.
-Slightly reduced the required stats for strength description changes.
-Stamina now affects your ability to travel.
-Wyvern egg is now removed at a more appropriate point when you sell it.
-Smoothed out enemy randomization to be less "random".
-Fixed some typos.
-Updated thief's ai if you have a very high strength stat thanks to Someoneoutthere.
-Expanded the forest feast event thanks to The_Wind_King (with some help from Someoneoutthere)

Version 0.63a
-Fixed getting stuck at the inn.
-Fixed running from unrunnable enemies being weird.
-Fixed some typos.
-Changed tough fur's attacks slightly thanks to Someoneoutthere!

Version 0.63
-This should hopefully be the first "stable" version of the game! There's probably still some bugs I haven't figured out, but uhhhh, I think it's basically bug free?
-And because of that, the game is downloadable to play offline! There should be a download button below all the path notes and stuff on Itch.io.  Also, maybe that button was always there???
-Slightly reduced enemy stats. You'll need to click "Fix enemy stats" under  "hot fixes".
-Reduced enemy damage rolls.
-Slightly increased armor values of armor. Will have to use the "Update items" link in "hot fixes", which will only update new copies of the armor you get.
-Removed stat scaling!
-Added sleep button to places where you can sleep so you can sleep while you sleep.
-Chenged how studying at the mage guild works to be more consistent with other areas.
-Large fruits come in "stacks" of 10 so they sync better with the "eat 10" option in the inventory. Will have to use the "Update items" link in "hot fixes".
-Added ability to offer Sampson ample apples instead of regular ones.
-Fixed a text error with the takeout terror that was apparently there since the original game!
-Added some more to ambient city descriptions thanks to Someoneoutthere!
-Also changed one of Takeout Terror's attack somewhat thanks to Someoneoutthere.
-Fixed some typos

Version 0.62d
-I think I have added a dark mode to the options menu? I have no idea how well this will work, and I'm really hoping it doesn't do any sort of weird flickering. Please let me know if it works

Version 0.62c
-And now I've changed the ui again to be much more like the original! I kind of liked the dark version, but this is more visually interesting. Also I'm starting to think I should get rid of that bottom bar because it's been giving me a lot of problems. Or maybe I should learn html better. But either way, let me know what you think
-Fixed levelling up and using items not working.

Version 0.62b
-Changed the ui again to be more mobile friendly maybe? It introduces some new, but hopefully lesser problems.
-Fixed devouring the manticore again!
-Changed how the training grounds handle being at 0 stamina, slightly.

Version 0.62a
-Made restaurant price list much less vague.
-The bottom bar should now update properly.
-Fruit dryad should now properly doppelgang you.
-Added submit event to honey slime (which is actually the blueberry slime event in disguise.)
-Changed the spacing around the main passage and the grid button text. 
-The tailor now actually properly reimburses you when you hand of the wizard's robes for Sampson's quest.

Version 0.62
-The UI update! Exciting I know. But I changed how the entire user interface works, and if the UI breaks then the game becomes legit unplayable. So I'm going to try to focus on the UI for this update, and if things go terribly wrong then I'll just revert to a previous version. But things should be working properly and it should be slightly better on mobile. But you'll have to let me know if it works or not.

StatusIn development
PlatformsHTML5
Release date Jul 01, 2022
Rating
Rated 4.8 out of 5 stars
(89 total ratings)
Authornoone_fa
GenreAdventure
Made withTwine
TagsFurry, inflation, Text based, Twine, vore, weight-gain
Code licenseGNU General Public License v3.0 (GPL)
Asset licenseCreative Commons Attribution_NonCommercial_NoDerivatives v4.0 International
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard, Mouse, Touchscreen

Download

Download
FTAG 064a.zip 5.7 MB

Development log

Comments

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(+4)(-1)

when the game will be updated 

(+1)

This game has been shelved indefinitely, the original creator simply took the original flash game and translated it to a twine environment. There are certain individuals who have permission to expand on the original game from the creator and they are fun, but otherwise you will need to likely teach yourself the game's code and structure if you want anything added story/ mechanics wise. There is a mod pack you can explore from a user called Icyblis that adds a small set of neat features, you can ask them what their plans are if you'd like.

(+1)(-2)

I still follow him, it's just that I wanted the original game to be updated 

(+2)

This is one of the best text adventure games I have played in general. In the niche, it blows competition of the water. You should feel an overwhelming pride 'cause you really got something special cooking here.

If you are still working on updating or thinking about it I'm here and all for it

Probably one of the best games ever made in this niche. 

(+2)(-1)

Are you still updating this? Its pretty fun and id love to see more from it.

(1 edit) (+6)(-5)

Hey noone, I've been a big fan of this game for a while. Thank you for your efforts over the years, it really is a great game and you've achieved a lot of fantastic things here.

I've always been interested in modding it some and adding in my own parts to the stories. Recently I've gotten into chatgpt and had the crazy idea of trying to integrate something here. It took a lot of tinkering, but I finally got something decent to work with gpt3.5. Would you be interested in taking a look at it? It's no problem at all if you don't, I made it for myself mainly and thought I would share here in case there's any interest.

This is a chat with a character you can come across in a inflation-based swamp area. There was a bunch of establishing stuff before this page.

(+3)

Is it possible to get access to this mod? Thanks in advance

(1 edit) (+3)

I'm working on it with some others here https://github.com/FullnRound/ftag-public/tree/v0.6.1 Looking for some writers for fat or vore right now, because I mostly do inflation/expansion. Please reach out if you're willing to help!

(+9)

Hello. I'm very glad you enjoyed the game, and thank you for asking, but for a number of reasons I have no intention of involving AI with the game.

(+3)(-7)

can you add pregnancy

(+2)(-2)

Why? Just why?

(1 edit) (-5)

why not it was only an idea 

(+2)(-18)

if you ever choose to update this game again,

could you a an A.I. generated image based on the status of your character please 

Deleted 342 days ago
(-5)

I think the game is already dead because it no longer has updates.

I have a question, what happens to Samson after he falls asleep?

(+1)

Is getting too fat to move a feature in this

(+1)

I'm very late, but the answer is: kinda. The heavier you are (in terms of fatness and what you've eaten) compared to your strength, the more stamina it takes to move around. Internally, there's a threshold where you can be classified as "immobile", but it doesn't prevent the player from moving around (otherwise you'd get softlocked!), and only comes into play in some niche narrations. If you're curious as to whether your character is considered immobile, you can check your status/narration - if your walk description starts with "slowly", or your status page mentions "You're starting to feel rather slowed down by your weight.", then you're immobile by the game's standards ;p

is there a way to increase your height?

Yes, though I don't know if you want anything spoiled so I'll keep things vague: There's an event in the Hills that has a chance to increase your height, and a service in the Mountains to do it guaranteed, too.

(+1)

Many thanks!

(+3)

I've gotten back into FTAG modding with a couple of new mods I've added to my page :D My effort's mostly been focused on quality of life / bugfixes at the moment, but hopefully I get around to more content additions soon (which I assume is what most people are interested in ^_^;)

(-1)

please add a new limit bar to the clothing fatter this if the clothing is not in a size that can explode you will add more realism  something else in the monsters that feeds you add a new button until how long you go feed asat 50% 100% or %129

I wish you could have the option to like rub your belly and burp for a little more room

Honestly if you ignore the fetish stuff it’s kinda just a furry rpg text adventure ngl, and a pretty good enough one at best, the descriptions describing your character when you have certain stats high enough are a somewhat decent ego boost also



still I feel awkward to know this is the first game I put in my collection

I completely agree with you good sir or miss

So I understand you don't want someone else taking over the game. but how do you feel about people modifying and sharing their changes publicly? If that's a hard no I understand, I just wanted to share some fun small changes I managed to make.

(+1)

Sadly it's a no about distributing modified copies (see this chain) :c If you want to distribute mods, you've gotta do it awkwardly by distributing all your edits with instructions of where to add them, or hack things together by using a patcher program and providing the patch (though you can only use one mod that way...).

It rather killed my enthusiasm for making further mods or any other contributions - I was totally prepared for making new content, as well as providing edits to the game to make it more modding friendly, and fixing any bugs I came across - but with the policy and waiting in limbo for a response, I moved on to other things Q_Q

i mean to be fair all i had to do was replace the index file in my itch storage to make the changes. I can make a short how to

Yeah, the modding bit isn't the problem, it's the distribution. A modded index file is still a game asset, and so can't be shared. Unless I'm misunderstanding what you're suggesting. If there is a way to make my mod easier to distribute (and use alongside other mods), I'd be happy to learn about it!

so idk how you apply your mods but for me its as simple as opening my game folder through the itch app and replacing index with the file i modded. Index holds the primary game code in it so i just threw it into and editor and replaced it afterwards. At that point you can just replace index with your new game file, though you will lose all your saves.

If I can ask you a favor, open up your index file in  https://twinery.org and link me the file you make by going to Build -> Publish to file. I did that with my changes then just exchanged the index file in the itch folder

Deleted 1 year ago

You should take that down, as it violates the game's license by distributing modified game assets (which is the whole thing I've been talking about xP)

Yeah I'm trying to modify the files the way you described but in both instances they create errors, i can see why you're having difficulty with this. If you could I'd love to see if my method works but until I can debug what's wrong with the code I have I can't fully test it (something in StoryInit is very unhappy, and the IPS patch introduces a lot of typos and swaps <<>> for various texts)

My mod should work fine, as it has before. I feel like there's been a bit of a misunderstanding here: I already know how to make and distribute mods and aren't having problems with that. My point is that not being able to distribute the modded files as-is is a pain.
I'd wager you're likely trying to install my mod on a non-vanilla setup, which as noted shouldn't work. If you are following the install instructions, you shouldn't run in to any problems. If both install methods have failed though, that's concerning (especially as it works for me :S).

Deleted 1 year ago
(2 edits) (+2)

So for those here who have not seen noone's FA, they don't seem to have any  significant plans to add to the game as is. They stated that they primarily wanted to create a stable version of the game in twine (this was originally a flash game). Now  I won't speak for their future plans, but  I thought I'd make this information a bit easier to access since a lot of people might be finding this for the first time on this platform. Please read the dev's FA page for further info, and happy stuffing :)

umm... I didn't edit or mod this. this has gotta tell ya how broken the weird berries are

(+2)

The eating contest doesn't seem to ever go past round 3. If you click the eat button, nothing happens.

(1 edit)

I'M FCKING INVINCIBLE!!! For now I just gaining weight to get stuck in storehouse.

(+2)(-9)

can you ad futa option in the gender selecter and add dick length as well as ball size

(+3)(-1)

could you please add an ending/s and make the bed in your house break when you get too heavy?

Does this have an ending? If it does Idk how you're supposed to get it

(1 edit) (+3)

if it doesn't then I really have no motivation to continue playing it

i've seen basically everything

(+1)

It's incomplete and is a fairly complex and enjoyable fetish game, there is no current ending

pretty sure it'll sadly never be completed

(+4)

would it be possible to add a "sell all" option for items? I think that the item list may start to lag the game from just how many things are in it after a while

love the game, big fan

(+4)

Since all of the controls are placed in a 3x3 grid it would be nice if I could use the numpad keys to navigate. I'm enjoying the game so far!! :)

Deleted 222 days ago
Deleted 222 days ago
Deleted 1 year ago

they aren't planning on adding new things unfortunately

So I finally got around to releasing my mod that adds feeding (coulda taken a lot less time, but I'm not great at focusing or writing :p). People who are crazy enough to go through the tedium and spoilers involved in installing mods can find it here: https://icyibis.itch.io/ftag-mods

Deleted 2 years ago
(+1)

I could not find the instructions for the combat inventory edit.

(1 edit)

Oops, looks like a missed that one! I'll update the instructions (and do a pass for others I've missed). For that one in particular, place it above the `<br>`
Edit: It was just that and one other that were missing instructions, I've made a new release, though all that's changed is I've added in the instructions.

(+1)

I tried using a twine editor to install the mod but I have absolutely no idea how to read the stuff in it. Its far to complicated for me. I dont understand why the creator of the game wont just let people give out modded copies for people who cant or dont know how to use a twine editor. They aren't making any money off of it anyways.

(1 edit)

I can't blame you - I do really hope the situation changes at some point...
Good news, though: I've just put out a new release that includes a much easier way to install the mod that somebody suggested. It's a rather hacky workaround, but it'll work for the time being.

Could you make it like so its already added to the game because it hurts to try to understand and my brain hurts after doing a day of school and now it hurts more :( I just wanna play a game with this mod (I am asking if u can just change the codea nd add it to the game

Due to the game's license, I'm not allowed to provide versions of the game with the mod already installed :c
Do check out the IPS Patch installation method though - it should be easy and straightforward enough to do.

(+2)

could there be a NSFW mode of sorts? perhaps a few more descriptions when naked

(4 edits)

Is there a way to powerlevel/grind max fullness/stomach capacity, easily and quickly?

Be nice if we could turn fatness into capacity somewhere(maybe there is, and I just haven't found it yet).


EDIT: I found a fat "cult" in the mountains, and we can only change our height, species, and gender? I feel like we should be able to change stats as well. If anywhere, THIS would be a good place to turn fatness into capacity.

EDIT2: Oh wait, maybe if I get their cauldron back! One sec!

EDIT3:Nope, didn't unlock any new options. Just these robes.

(+1)
  • Generally you can carefully (or recklessly, now there's an undo button) use the Restaurant combined with resting to safely rack up time overfilled at the cost of gold.
  • Using one of the stretchy items, filling up to capacity, then letting the effect wear off will also leave you with lots of time overfilled, and is usually the method I tend to use when I can.
  • You can grind XP to level and choose to upgrade stomach capacity.
  • You can also turn in Wyvern Eggs to the cabal and choose to upgrade your stomach capacity for a gain very close to what you'd get for levelling up.
  • In Options, there's the Cheat menu available down at the bottom that lets you edit your stats. The game isn't necessarily all that grind-friendly, so it's a good option to use even if you are playing "legit" to save time on the more tedious parts (though you've got to draw lines somewhere, since technically everything is infinitely achievable with just time being the barrier). Figure out some rules for conversions and use those to skip the tedious parts.
Bonus: Cheatsheet for cheaty conversions:

- Fat to Gold: 1.5 fat gained per 1 Gold (based on buying and eating cake, although this conversion is currently 6 times as efficient because of a bug - exploiting the bug makes it more 9 fat per 1 Gold)
- Fat to Stats: 10 Fat translates to 1 stat point, plus 1/3rd of an Endurance stat point if the training is physical (i.e. not INT).
- (Not worked out how much a stretchy fruit or similar translates into stomach training yet)

thx for the little guide!

Um for the battle of the monteress cheese can you make it so we can fight it motiple times?

(+1)

So I've been doing some modding (currently added in a feature to feed enemies in combat) and was wondering if you could clarify the game's license. What constitutes an asset in the game's case? The asset license forbids sharing any modifications, so from my understanding that means I won't be able to release any mods I make?

(+1)

I'm going to be honest, I don't really know how it works myself. But the intention is, you can release "mods for the game", but you can't release "a modded game".  There's something called either Twee or Tweego that essentially lets you add things into Twine games, but I haven't actually used them myself. But theoretically it would let you add your own passages into the original game and implement them that way. Somebody was working on a system for adding mods to the game, although I'm not sure how far they actually got with it.

(+1)

Ah, okay. Not sure if it'll be worth releasing my mods then, since I'm not sure how many people could be bothered editing all the necessary files to install it (currently at 62 passages/passage edits and counting for a mod that goes out of its way to make minimal edits - I know I sure as heck wouldn't bother with that) 😿

Any chance the no releasing modded games policy might change at some point in the future (or if special permission could be given?)?

(+1)

In terms of editing, I think it might be easy if you use Git and Tweego (google it), since it lets you decompile an HTML file, merge edits, and then recompile it to play it.

(+1)

True, but then instead of requiring users to manually install files without any special programs, it's instead a tradeoff of requiring them to install and know how to run 2 programs (and I think requires the main game to always decompile the same way between versions, which might not happen?)

(+1)

I am extremely extremely sorry for not responding sooner, but I didn't really have a good answer for you. I really didn't want to change the policy, although I was also hoping a better alternative would pop up. But that never really materialized. And a lot of irl things came up and things got away from me. Which I know isn't a good excuse, but it's what happened.

Which is all to say that I'm willing to give you permission to release an already modded version of the game. I know that's probably too little to late at this point, but I didn't want to leave things unresolved. And I really didn't want you to feel like you wasted so much of your time. I know how disheartening it is to have your efforts wasted. 

And again I'm so sorry for taking so long to give you a response. I was worried about scenarios that I probably shouldn't have been worrying about and hoping for solutions that probably won't come. So I hope this brings at least some positivity to you.

Well the IPS patch method did come up, which was rather straightforward for users (like one or two steps more than immediately playing the game). The only problem is that the method can't be used for installing multiple mods, which really is also a problem for hosting modded versions, too. Though that concern might be a bit moot because I don't really know if there are many mods for that lack of compatibility to be an issue! xP

I had been considering trying to focus on more gamedev stuff recently, so there is a chance I come back to this and work on more of the mods I had ideas for. I'd decided to have them all the mods be part of the same modded instance for ease of installation, with in-game options to toggle each one on/off. Being able to host the modded version without requiring anyone to have to install them sounds like a sweet deal, thanks!

Here's a few bugs I've run into during a play session (I didn't take any notes, and wasn't fully paying attention, so some of this might be a bit off):
- No Random (Gender): With random male NPCs disabled, Sampson swaps to being female (I don't think that's intentional, since no other standard NPCs genderswap from it, and it doesn't happen in the original). I would also encounter some fights where random NPCs wouldn't respect that setting (or there was an error with it) - the preamble for the Bloated lion encounter correctly notes them as female when random males are disabled, but then the in-fight text notes them as male.
- Tailor Gendering: I forget which one it is, but there was a line where the tailor used the incorrect terms, using the male versions for my female character. The rest of the dialogue was normally otherwise correct with its gendering.
- Wizard Tower: Something wonky happened with my second trip to the wizard tower (after fighting the manticore and claiming the notebook as my prize the first time), where I didn't get a choice of what prize to claim, and saw the notebook-taking text again. My only option was rest, which makes me wonder if it was something to do with running out of stamina during the manticore fight first. I wish I was paying more attention and had the foresight to use the back button to investigate what went on - it might've just been from me mashing and maybe having forgotten I hadn't chosen the notebook before(?).

For feedback:
- Not really a big issue because it's nothing serious, but I did notice a stylistic inconsistency with how talking to NPCs work. Sometimes it's initiated by an option in the grid buttons, sometimes it's initiated by clicking hyperlinks under the game log, and then it's sometimes displayed as text in the game log, while other times it appears in a popup instead.
- The new UI makes it a lot more tedious for both buying and consuming items (a lot of extra mouse/finger movements, more clicks to achieve the same thing, having to re-open the inventory every time - which takes a while to load each time for me when playing on mobile) to the point where I just stopped bothering even trying to use those systems.
What might help somewhat could be:
   - As someone else mentioned, a Buy X option. Or at the very least, have it so the "Buy it" section doesn't close upon purchase.
   - The Use X options in the inventory are nice, but don't really help in situations where the number you want to consume don't fit into a multiple of 10. One thing that could help is if the inventory didn't close after using an item.

Since I've been digging in the files while modding, I've been keeping some notes on errors (mostly just typos) as I notice them (but not all of them, because I'm not that organised >_>). Aside from some more general notes, I'll list the exact passage names for ease of fixing:

-- General --
The prices of items don't take into account charges. For example, it only costs 0.75 gold (the price of 1 donut) to buy the box of 6 donuts. Same with cake, the giant fruits, etc.
Store vendors always say their thanks line, even when buying items, which doesn't really make much sense in the case of the Earl's/the racoon's.
Some of the not-formatted-for-players'-eyes passage names can be seen because the game always displays the passage name beneath time. One example are the vendor parts of the stores.

-- bubble orca ai --
"waves with her tail as you drift away" should be "waves with $npc1.his tail as you drift away"

-- cabal dragon ai --
"he lets out an stifled, beast-like growl!" should have "a stifled"
"The tendril ceases" should be "The tendrils cease"(?)
"looks immensely please" should be "looks immensely pleased"

-- Slay Queen --
"that as inside the queen" should be "that was inside the queen"

-- thin fur ai --
"the $npc1.species is send sprawling" should be "the $npc1.species is sent sprawling"

-- A near bursting patient --
"says betwee groans" should be "says between groans"

-- spell objects --
In `$lighning3`: "chant an invokation" should be "chant an invocation"

Thank you very much for all the reports! Hopefully I'll be able to fix them all in the next patch. Changing how inventory stuff works may need to be a bit more in depth. And yeah, character dialogue changed from how it worked originally, and I never changed it back after I added the grid thing back in. I wasn't 100% sure which system I actually wanted to use or how best to implement it.

Adding onto some more things (I'll keep editing this until a response so I know it gets seen):
- I noticed during the fight with the cheese, it doesn't end once your stat's been reduced to below 0. `cheese ai` is missing the check that debuffers usually have to trigger defeat when the stat is below 0.
- Because of that I was checking the instructions to make sure it is supposed to be the case where you always lose when your stats drop to 0 or lower, and noticed that the instructions for the devour action aren't in line with how it works in the current version. It alludes to the old functionality where the devour option would only show if you could handle the creature on an empty stomach, whereas in the current version of the game, the option is always available to try (so there's a problem with one thing either way - either the instructions are outdated, or the devour action is showing when it shouldn't).

Holy smokes, an updated FTAG! I played way too much of the original - still occasionally do - I'm pretty sure I experienced everything it had multiple times. Even made my own mods for it, and flirted with designs for games based off of it, like a real dork.
Excited to see there's new stuff to play with :D

Thank you so very much :D

Forgot to mention: The bronk quests are all completed, and yet he's still there, and I can't seem to progress the "quest" at all.

Hmm, so you have all 5 quests in your quest log and they all say completed?

(1 edit) (+1)

Also, is there a way to implement a "sell 10/100/100" or a "sell all" feature (EDIT: Maybe a buy 10/100/1000 feature as well?)? I don't mean to be rude but uh... I currently have 2046 wizard staffs and I don't want to click sell 2046 times to get rid of them...

I think that should be relatively easy for me to implement

(+1)

Say, if someone were to write up text and such for new additions, where would they go to submit them? Just asking so that we could help contribute to the game and such

Sorry for the late reply! If you want you can email me at sck140@gmail.com . Although I have to admit I can't guarantee how fast I'll be able to get around to actually implementing anything

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