A downloadable game

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Smash through baguette brickwork and muenster masonry in Doughball Descent, a Roguelite Puzzle-Platformer where you descend the endless, procedurally generated layers of the ancient Food Zigguraut.

Be careful not to bite off more than you can chew! Your Weight will dictate how many blocks you'll fall through before you can stop, simultaneously your Weight is your currency in Shops and Mystery Events; will you brave the blubber for greater risk and reward?

Visit 5 delicious Worlds, each with a smörgåsbord of unique traps, enemies, and handcrafted vaults. Amass not only mass, but a collection of infinitely-stackable items that change and enhance your playstyle!

StatusIn development
Release date Nov 17, 2022
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
Authorplubber
GenrePlatformer
Made withFL Studio, GameMaker, ChipTone
TagsArcade, fat, Pixel Art, Puzzle-Platformer, Roguelite, weight-gain
LinksSteam

Purchase

Buy Now$7.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $7.99 USD. You will get access to the following files:

Doughball Descent.zip 15 MB

Development log

Comments

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(+2)

pyrocynical needs to play this asap

Well it's been a couple years now. the game still holds up. and I had looked forward to potential updates but I guess that's unlikely now

man do i wish there were hidden cheats or something now to keep it interesting to play.

(+2)

I like this game a lot, it has a lot of polish, this is very impressive if it's a solo developer. The music slaps and the pixel art looks nice and is well animated. Gameplay is engaging  and fun, you can tell the developer knows what they're doing.

Here's some personal gripes though:

The attack hitbox is too small at higher weights

The game is a little too difficult (for me at least) 

It would be nice if you could break blocks with your head

The window for bouncing off blocks is too small

(1 edit) (+1)

I do enjoy this game quite a bit, but man does it frustrate me at times with how rude it can be in it's level generation. especially in the cheese layer with those milk boats.

are there any plans for some sort of meta progression? or will the game remain as is with just bug fixing and what is mentioned in the patch notes about future plans? a way to make runs just a little more forgiving over time as you play more runs would be fitting for a roguelike such as this

as it is currently, there doesn't seem to be much of a reason to take the shortcuts outside of making things much more difficult for yourself.

I have plans to swap the level gen system from specific sets of hazard per level to picking from a random suite of presets; I think an interesting caveat to that system would be choosing between 2 presets, say a pirate-heavy level or spiller-heavy level, to allow players who struggle with specific obstacles to see them less often

Shortcuts are something I intend to revisit, moving the unlock for a shortcut to finishing the area as opposed to first seeing it to avoid players approaching progression with grinding. As a countermeasure to the difficulty inherent in starting in a later area with fewer resources, I can guarantee that you will start with additional HP starting in later areas, and potentially an item draft if that can be done seamlessly

Metaprogression is not something I like in most games, I find it misused more often than not, gating off essential mechanics or trivializing the game. While I plan to add unlockable items tied to achievements ingame I'm hesitant to add metaprogression in the form of permanent and innate upgrades

(+1)

Extremely fun! I'm having a blast. Finally managed to beat the all of the levels. It's challenging, but easy to understand.

Like other people have said, the only other two bugs I've encountered are instantly getting booted out of a sublevel (it's never the shop that boots me out) and getting stuck in unbreakable blocks at high weights. I've also had it generate levels where unbreakable blocks are in an almost horizontal line and there's only a two space gap that my character is too fat to fit through. XD It'd be nice if in the future there was a way to restart/regenerate a level if you get stuck. 

Other than those minor complaints I really love it. I'm having so much fun playing it. 

Also, the belly jiggle animation on the main character is also so cute!

(+1)

I'm loving this game, definitely a massive upgrade from the jam version and I'm happy you expanded on it. It took a while to finally get some good runs going but I had a super fun time doing it. I do also inevitably get stuck in a block eventually, but by that time my stats are usually going off the screen so I'm pretty satisfied. Love how elements from the different stages start getting mish-mashed once you go through a full loop.

Hey the full version is here! Love it! Wanted to note a few glitches I ran into though:

It's pretty easy to get stuck between unbreakable blocks at very high weights

Similarly, at very high weights if you get a ? room with a high floor, you'll fall partially through it and get stuck

Occasionally, ? rooms would boot me out to the next stage before I got the chance to do anything

The background and text in the shrine room had a "solitaire victory" effect going on once, if that makes sense. Don't know what triggered it

Delighted to hear back and that you are enjoying the game!

Addressing the bugs, I had known that a few ? rooms would boot you out due to the ground level being too low and fixed the ones I knew of, do you consistently notice specific ones doing it consistently? Otherwise it could be a programming error as opposed to design.

I definitely know what you mean about the solitaire effect, being out of bounds in a Source Engine game is essentially the same cause and effect. I've seen it happen but thought I fixed it, though it is hard to track down due to appearing seemingly at random.

I'll try my hand at hammering those out properly soon, as for the unbreakable blocks problem that might be remedied with some new items and systems I have planned, though a safeguard pass in the generation is probably warranted.

Thank you for playing and for posting,

Plub

(+1)

It was definitely the rooms with the long drops down the middle that would kick me out. I'd swear it always had a cave at the bottom when it did, but what with being forced out so fast it was hard to tell.