This is very cool, looking forward for the full game to be reworked like this. I forgot what you guys said about the release, but were you gonna wait until there was as much content as before? Or until part 2 of Dark Places was also complete?
We're going to put the question out when we've reworked UP TO where the game previously was, and see if folk don't mind waiting longer for some all new content, or if they want it immediately.
I'm commenting through translation. Is it okay to use the data for translating into Japanese that was in GROVE as is for this demo version? I apologize for asking this question out of ignorance. If there's a problem with this comment, I'll delete it immediately!
You can translate the game if you please. But we'd like to know when you complete the translation so we can check it and potentially host it here (with credit of course).
You can translate the game if you please. But we'd like to know when you complete the translation so we can check it and potentially host it here (with credit of course).
I'm not sure how I feel about this new fight system. The previous one made more sense to me. It was a combination of a normal fight + sexy wrestling to recover/enhance certain moves, so, doing the sexy things there was a part of a winning strategy. And here if you do everything right to win a fight, you don't actually see anything sexy, only when you lose? Why changing the system to this?
Looking forward for the full release! I love this game with a passion and love the new fighting mechs! Please take your time and work hard on this, I know it will be great!
Yeah, I do that. One-time when I counter the color, it'll pass successfully, but when I counter that same color with the same counter action it'll fail sometimes... Sorry if my writing sucks
Yeah. I used cheat engine to slow the game down a ton, even just to be absolutely sure and it still happens. I don't think it's anything you should look into or investigate to be honest because it's probably just me
I can't really imagine what a large job it is to make RPGMaker work so advanced, starting with Prowler and continuing with Groove (haven't touched Byte, yet), but as far as I know — it's real hard work.
My infinite respects for the work and tenacity!
Grapple mechanics feel a bit weird at start, like, I've got my 'game overs' not because of 'wanna-see-scenes', but because I really wasn't able to memorize what I must use to counter a specific grab.
But on the third try, I was able to pick up the right one through just muscle memory, sort of. And I like how it works in the end. My best guess is that this grapple may advance and become a tad harder depending on how far we progressed. At least that's a suggestion if you haven't already had that idea in mind.
Love that characters become bigger on screen (still dunno what sort of magic used to make them bigger than one tile, that giant tree in the original Grove still gives me wonders), on-the-go change of day\evening\night, looked good.
And awesum that you brought art-animated scenes here too. Loved to see it in motion in the first tent defeat scene, wanna more. <3
Played macOS version. With somewhat quick stride over the game and everything found interactible, found no bugs\locks at all.
Always looking forward to your next releases, one of the best lewd game creators on my account, if not *the* best. Keep the good work guys, rays of support for ya :3
Thank you very much for the comprehensive writeup and all the positive words you had to say! And thank you also for sticking with the systems and learning them, even if it might take a few goes.
Okay i have such positive feedback already this is like....a huge upgrade from old grove especially the inventory and combat mechanics. I'm so excited to see more updates and continue to play as they come out! 10/10!!
While I may not need to send you guys a comment, I want to absolutely make sure you know how I feel about the demo so far.
Literal 10/10 everything is SO good.
But what I love most of all is the hidden fluff text pieces that have *multiple* fluff text pieces. Not only is the writing excellent and is everything I love in fluff text examinations, but having multiple to browse through helps with immersion and the feeling of examining the environment closer. THere's SO much to examine and I love that.
I also appreciate that the writing is fairly snappy, so it not only gets across information, but also doesn't actively give me paragraphs of windows of text. One of the beautiful parts of multiple examinations is being able to press the button to re-examine as desired rather than just getting stuck in a novel.
Thank you so very much for the praise! The writing is my contribution to the game and I've intentionally tried to keep it snappy and focused, so it means a lot to know there's folks like yourself who really enjoy it and think so highly of it, from the fluff to the smut.
The "background objects irrelevant to main story have description" part always has been a hallmark of well made RPG Maker games for myself, wanted to just one-up the OP that those descriptions matter and make the game world so much better. Thank you!
Np. I love it. You did extremely well. <3 Good writing can help bring a universe to life, and writing is more than just text, it's also in the environmental storytelling and how everything is arranged. Everything can tell a story if arranged properly.
I digress though. The fluff text has been incredible and I'm so excited for more.
The more I play tested the special build the more I disagree with people saying the grapple element makes the combat less engaging. To me, it creates a strong incentive to defeat enemies because now you actually need to put in some effort to beat them; in the past it was just a stats check. At the same time, it spices up the punishment when we fail and makes the stripping of armor feel natural and involuntary. Looking back, I find it funny because I always purposely strip and surrender whenever I encounter a new mob, which is kind of contradictory to what an adventurer should do. Yes, there is a learning curve, but honestly, it’s not that bad. Plus the grapple element makes enemies feel more vivid and interactive. But I do see why people are saying that and perhaps I can share some thoughts to point it out:
1.Remember the grapple element states — Charm, Molest, and Strip? In the current build, there’s no difference in punishment when the player fails a grapple. I understand that enemies are performing multiple inputs, but in this case, it breaks the immersive rhythm of the combat. Maybe the enemies can choose one element as punishment? For instance, charm punishment costs you more stm, strip deprives one more layer of armor, and molest triggers some special debuffs and moves?
2.The current combat contents are leaning heavily towards the first half, where in struggle stage there isn't much gameplay content. Since you already developed QTE, I believe using it in struggle stage can possibly be a great idea as struggle movements are typically intense.
Please don't design the grapple element as if it is an add-on inside the combat system!!! It is like listening to a new song where you need to give it a second try to truly appreciate it. Throughout the years I played Grove, this is the first time I’ve been genuinely motivated by a challenging gameplay experience and felt a strong desire to win a battle!!! You two are doing a great job, and I hope you stay confident in your design!!! :3
Thank you for the kind and positive encouragement and feedback for the grapple systems! Sadly not everyone agrees with your sentiment, which is why we are going to keep it largely optional... but for the folks like yourself that do enjoy it, we'll try our best to continue to improve it and make it even more engaging.
The grapple triangle reminded me of a Japanese adult game called Ultimate Fighting Girl 2, whose real time combat minigame is an RPS QTE 'attack/defend/break' - where if your opponent attacks, you guard, if they guard, you break their stance, and if they move to break your stance you attack, with a little sliding scale based on how much you 'charge' your action between rounds. Worth checking because I found the UI of that game very pleasing to use.
So this demo kind of felt like a 'can i copy your homework' type deal (likely unintentionally, as RPS isn't a unique concept) but the words used made it very unintuitive to come up with a mnemonic (molest beats stripping?) and also don't really fit the cutscene (is the tent enemy molesting, charming, or stripping as it tries to facefuck me???)
and so I ended up just memorizing the color sequence...so it's kind of immersion breaking in a way because it feels like an abstracted intrusive minigame rather than me as the player 'struggling' or 'grappling'...
Also like the character inventory/map/etc menus felt a little laggy as it pops open, probably just tech demo things. All the same, wish the best with this project!
I think Molest, Strip, and Charm are for the enemy, because they can initiate grapples too. So you’re actually countering by restraining your armor when stripping, avoiding the molest, and striking when they charm. You aren't molesting enemies NONONO.
The New rework is great! Love the new graphic and arts. I hope the amount of the arts not decreasing compere to the original Grove arts. about the story, is it going to be different from the original one, since all Gimp encounter is have different story and dialogue. The Gameover scene is always the best, Can't wait to see other slime gameover!
but with the amount game you develop right now, I'm afraid it's gonna take longer to even finish reworking all of the update.
It's a nice tech demo. I did have trouble a couple times with saving in a given room: if there's an event in there or something, it'll just lock saving in that room entirely it seems. Perhaps you can save in that room if you exit and reenter after clearing the event, I didn't test for that. Along the same lines, I'd prefer as a player to not be put in these positions of wanting to lose a given fight once but having an unskippable cutscene right before said fight with no chance to save between the cutscene and the fight. The inn location was a notable example of that, where you can only realistically have a save in the screen prior and have to watch both the imps running around cutscene and also the struggle tutorial over again.
I also second what another comment here said: the green slime fight was trivial to constantly get up from, 25 stamina with the current stamina regeneration was too low. I could just continuously spam 'get up' after purposefully seeing how many times I could afford to get up after a knockdown, I think I was able to do so 5 times at least? I gave up trying after that.
Otherwise I love the new engine and the possibilities it introduces! <3 Looking forward to more for sure.
It's free for you to test, but I cannot confirm whether 32 bit is supported with MZ games. For reference, the engine requires a 64-bit computer to run - RegalBuster
After I defeated the little devil the second time and entered the lounge, was the game over? Besides challenging the slime in the wardrobe, there's nothing else to do in the room.
If you're interested in checking out more content and more enemies, we have a special version available on our SubscribeStar! Do check it out if you'd like :)
I always liked the way that you would slowly lose resources(hp, armor, tp, and then stamina) as you journeyed, so my only 3 complaints are:
1. If you are good at the grappling segments then you are never in any danger. You can throw yourself at any enemy and as long as you are quick enough you will never lose stamina.
2. Tp acting as a second wind in combat makes sense, but 25 tp to avoid being at 0 hp seems a bit cheap. I would expect at least 50 tp.
3. My game would sometimes lag when sprinting, so at some point optimization will be needed.
Other than that, the writing is always great, the sprite work has significantly improved, first person POV(first imp scene) for some scenes and trap tiles(the hands) seem like great additions, and I am excited to see the development of this game.
I am very happy to see the news of your update, after playing this beta version, I obviously feel that your technical skills have improved a lot, I like your work very much, I hope the official version will be done as soon as possible
I hope your game can be more interactive with all the background characters, allowing for some fun with them without game overs, occasional events, quests, and including more stories and lore. This includes some background characters as well.
I have to say, this game looks phenomenal, especially with the new graphics and combat mechanics. I'm curious to see what the whole thing will look like when it's released. But once again, great job by the creators of this amazing game.
Such a Great Demo and has me majorly excited and wanting to join the subscribestar site to support the game. Love the new grapples and ways to react I ALWAYS CRAVED More of these in games and you guys are top notch. SO Majorly excited and cannot wait to play it when is offically remade because first ever game like these i played and my favorite alongside Prowler. Kinda Curious if there is any Plan to tie Both games together would be so cool to see the chief of Prowlers and maybe him as a companion with scenes if somehow ended up here trying to find leads of his people.
Major Question is How much is the main subscribestar places tier to test these demo builds because i wanna support that tier or more.
AND THANK YOU to YOU and YOUR TEAM for these MASTERPEICES and SO MUCH LOVE AND RESPECT to you all for Being the very best
Their Subscribe-Star Page says the "Super-Sponsor!" - Tier at 8.50 USD gives access to it - and the higher ones, too, of course. https://subscribestar.adult/posts/2167704
Since the current .exe-file doesn't have the icon.png's cool Icon implemented and shows up with the Standard RPG-Maker Symbol, I just used GIMP to export a quick Windows-Icon-file from the png in the Icon-folder (which is awesome since under Linux the PNG-file is much more useful for the Launcher - which is run through/with the compatibility layer there anyway until you "bake" a native Linux version of this one, too at least - there) and manually changed the Shortcut's image to the actual Game Icon that way, so it doesn't look so generic on the Desktop 😏 😜 .
Unfortunately I cannot upload it, but I think even Paint or any other simple Image Processing Program (like IrfanView, for example) should be capable of exporting an .ico - version of an image, I'd reckon.
This was a lot of fun. Love the tfs we got. Love the art Grove looks so good. Thanks for the awesome test build. Can't wait to see what else you all have cooking
I think if this 3 button grapple system is introduced in the full game, perhaps the starting area could only have 2 choices, one or the other to introduce players who may not be able to memorize the combinations right away. Adding the third, or even fourth in more difficult areas/enemies.
I myself am mediocre at rhythm games, where you press the same color/symbol, but mapping one color/symbol to another from the start whilst under tension breaks my brain for whatever reason.
I have found it easier to map the color to the direction I need to press, rather than to another color/symbol. Check color, press direction. A simpler thought process than perhaps: color -> color -> direction, and having the chance of getting the colors mixed up. Cutting out the middle step of that whole triangle/circle.
Like, the left color (purple) when used by the enemy requires a blue (up) is much more difficult than right color (orange) when used by enemy is simply the directionality opposite color (purple).
But even as I typed that all out I just realized a simpler method would be to take the color of the enemy and using it's default direction (purple/left) and make a clockwise rotation to (blue/up) in the grapple menu.
============= tl:dr New system broke my brain, but spending time to think it through and not getting attacked by strange goopy things has come up with effective strategy/understanding.
============= Misc Questions/bugs
Are the "hand" traps supposed to have the same grapple direction/color (orange) instead of random or is that intentional since they're a common "encounter"?
The door renders above Grove's head at the first building by the tent.
We're definitely thinking about adjusting the 'Grapple Triangle' so it goes clockwise instead of anti-clockwise. Though it might seem like a small thing it seems to have thrown a few people off. So yeah, we'll be adjusting that down the line.
And yes, the Hand Traps are meant to be a bit simpler. The enemies are more variable.
the new content is so good!!! quick question though, everyone keeps mentioning a third encounter with altars, is that part of the subscribestar specific build or am i just dumb?
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This is very cool, looking forward for the full game to be reworked like this. I forgot what you guys said about the release, but were you gonna wait until there was as much content as before? Or until part 2 of Dark Places was also complete?
We're going to put the question out when we've reworked UP TO where the game previously was, and see if folk don't mind waiting longer for some all new content, or if they want it immediately.
Okay, thank you for the info. You guys are great, love all of your games, looking forward to the full game reworked
Looking forward to the game being completed. By the way, will this game be free in the future or will it require payment?
I was also thinking about asking that for the German language, I wonder which engine is that this time.
You can translate the game if you please. But we'd like to know when you complete the translation so we can check it and potentially host it here (with credit of course).
The game engine is RPG MAKER MZ
You can translate the game if you please. But we'd like to know when you complete the translation so we can check it and potentially host it here (with credit of course).
I'm not sure how I feel about this new fight system. The previous one made more sense to me. It was a combination of a normal fight + sexy wrestling to recover/enhance certain moves, so, doing the sexy things there was a part of a winning strategy. And here if you do everything right to win a fight, you don't actually see anything sexy, only when you lose? Why changing the system to this?
The 'sexy wrestling' will still be in the game, when Grove loses (or willingly strips) his armour, complete with the progressing grapple scenes.
This new combat is an alternative style for folks who prefer more action-oriented gameplay instead of turn-based commands.
In the full game this will be largely avoidable if you don't like it and prefer the traditional turn-based combat style.
Looking forward for the full release! I love this game with a passion and love the new fighting mechs! Please take your time and work hard on this, I know it will be great!
Thanks a lot for the encouragement~!
nice demo it makes really fun :)
Glad ya enjoyed it!
Nah I'm so hyped for this. Looking forward to the full release!
Thank you very much!
Y'all. Maybe I'm stupid asf but I swear to god even when you use the correct counters it'll still fail half the time for seemingly no reason
For complete clarity:
When an enemy flashes Blue, you use Orange
When an enemy flashes Orange, you use Purple
When an enemy flashes Purple, you use Blue
Hope it helps you out!
Yeah, I do that. One-time when I counter the color, it'll pass successfully, but when I counter that same color with the same counter action it'll fail sometimes... Sorry if my writing sucks
I'm not sure what to say. Nobody else is reporting an issue like this.
Are you doing the right type of input? Button mashing, quick reactions, etc? That's the only other thing I can think of.
Yeah. I used cheat engine to slow the game down a ton, even just to be absolutely sure and it still happens. I don't think it's anything you should look into or investigate to be honest because it's probably just me
Such a tease. I need more)
Will there be an Android version?
Not officially. Various plugins we use aren't necessarily compatible with mobile, you might end up with bugs or a compromised experience.
You can try playing it through a mobile emulator but we don't recommend
Cannot wait for the first build to release!
will there be a Chinese version like before? The translation of old
grove is unbelievable.
Someone already posted a chinese translation patch for public version in tieba . 百度贴吧里搜索grove吧,最近有一个帖子里有翻译补丁的百度网盘链接。
Guys, this is real good work!
I can't really imagine what a large job it is to make RPGMaker work so advanced, starting with Prowler and continuing with Groove (haven't touched Byte, yet), but as far as I know — it's real hard work.
My infinite respects for the work and tenacity!
Grapple mechanics feel a bit weird at start, like, I've got my 'game overs' not because of 'wanna-see-scenes', but because I really wasn't able to memorize what I must use to counter a specific grab.
But on the third try, I was able to pick up the right one through just muscle memory, sort of. And I like how it works in the end. My best guess is that this grapple may advance and become a tad harder depending on how far we progressed. At least that's a suggestion if you haven't already had that idea in mind.
Love that characters become bigger on screen (still dunno what sort of magic used to make them bigger than one tile, that giant tree in the original Grove still gives me wonders), on-the-go change of day\evening\night, looked good.
And awesum that you brought art-animated scenes here too.
Loved to see it in motion in the first tent defeat scene, wanna more. <3
Played macOS version. With somewhat quick stride over the game and everything found interactible, found no bugs\locks at all.
Always looking forward to your next releases, one of the best lewd game creators on my account, if not *the* best. Keep the good work guys, rays of support for ya :3
Thank you very much for the comprehensive writeup and all the positive words you had to say! And thank you also for sticking with the systems and learning them, even if it might take a few goes.
Oh ye,we wait this
Are any of the transformations playable or do they
lead to, or are from bad ends?
No linux yet??? :,)
Not yet! Hopefully over this weekend or early next week!
it works pretty well in wine tho
Okay i have such positive feedback already this is like....a huge upgrade from old grove especially the inventory and combat mechanics. I'm so excited to see more updates and continue to play as they come out! 10/10!!
Thank you so much, wonderful to hear you think it's an improvement all around!
While I may not need to send you guys a comment, I want to absolutely make sure you know how I feel about the demo so far.
Literal 10/10 everything is SO good.
But what I love most of all is the hidden fluff text pieces that have *multiple* fluff text pieces. Not only is the writing excellent and is everything I love in fluff text examinations, but having multiple to browse through helps with immersion and the feeling of examining the environment closer. THere's SO much to examine and I love that.
I also appreciate that the writing is fairly snappy, so it not only gets across information, but also doesn't actively give me paragraphs of windows of text. One of the beautiful parts of multiple examinations is being able to press the button to re-examine as desired rather than just getting stuck in a novel.
Thank you so very much for the praise! The writing is my contribution to the game and I've intentionally tried to keep it snappy and focused, so it means a lot to know there's folks like yourself who really enjoy it and think so highly of it, from the fluff to the smut.
The "background objects irrelevant to main story have description" part always has been a hallmark of well made RPG Maker games for myself, wanted to just one-up the OP that those descriptions matter and make the game world so much better. Thank you!
Thank YOU for taking the time to spare the kind words~!
Np. I love it. You did extremely well. <3 Good writing can help bring a universe to life, and writing is more than just text, it's also in the environmental storytelling and how everything is arranged. Everything can tell a story if arranged properly.
I digress though. The fluff text has been incredible and I'm so excited for more.
Really hope there's more pov of the mc doing the corrupting somehow in the future
Making smaller games to perfect certain features and skills is actually something recommended for game devs. Plz no Parries/I-frame Rolls.
Don't worry, we've not got any plans for anything like THAT, haha
The more I play tested the special build the more I disagree with people saying the grapple element makes the combat less engaging. To me, it creates a strong incentive to defeat enemies because now you actually need to put in some effort to beat them; in the past it was just a stats check. At the same time, it spices up the punishment when we fail and makes the stripping of armor feel natural and involuntary. Looking back, I find it funny because I always purposely strip and surrender whenever I encounter a new mob, which is kind of contradictory to what an adventurer should do. Yes, there is a learning curve, but honestly, it’s not that bad. Plus the grapple element makes enemies feel more vivid and interactive. But I do see why people are saying that and perhaps I can share some thoughts to point it out:
1.Remember the grapple element states — Charm, Molest, and Strip? In the current build, there’s no difference in punishment when the player fails a grapple. I understand that enemies are performing multiple inputs, but in this case, it breaks the immersive rhythm of the combat. Maybe the enemies can choose one element as punishment? For instance, charm punishment costs you more stm, strip deprives one more layer of armor, and molest triggers some special debuffs and moves?
2.The current combat contents are leaning heavily towards the first half, where in struggle stage there isn't much gameplay content. Since you already developed QTE, I believe using it in struggle stage can possibly be a great idea as struggle movements are typically intense.
Please don't design the grapple element as if it is an add-on inside the combat system!!! It is like listening to a new song where you need to give it a second try to truly appreciate it. Throughout the years I played Grove, this is the first time I’ve been genuinely motivated by a challenging gameplay experience and felt a strong desire to win a battle!!! You two are doing a great job, and I hope you stay confident in your design!!! :3
Thank you for the kind and positive encouragement and feedback for the grapple systems! Sadly not everyone agrees with your sentiment, which is why we are going to keep it largely optional... but for the folks like yourself that do enjoy it, we'll try our best to continue to improve it and make it even more engaging.
The grapple triangle reminded me of a Japanese adult game called Ultimate Fighting Girl 2, whose real time combat minigame is an RPS QTE 'attack/defend/break' - where if your opponent attacks, you guard, if they guard, you break their stance, and if they move to break your stance you attack, with a little sliding scale based on how much you 'charge' your action between rounds. Worth checking because I found the UI of that game very pleasing to use.
So this demo kind of felt like a 'can i copy your homework' type deal (likely unintentionally, as RPS isn't a unique concept) but the words used made it very unintuitive to come up with a mnemonic (molest beats stripping?) and also don't really fit the cutscene (is the tent enemy molesting, charming, or stripping as it tries to facefuck me???)
and so I ended up just memorizing the color sequence...so it's kind of immersion breaking in a way because it feels like an abstracted intrusive minigame rather than me as the player 'struggling' or 'grappling'...
Also like the character inventory/map/etc menus felt a little laggy as it pops open, probably just tech demo things. All the same, wish the best with this project!
I think Molest, Strip, and Charm are for the enemy, because they can initiate grapples too. So you’re actually countering by restraining your armor when stripping, avoiding the molest, and striking when they charm. You aren't molesting enemies NONONO.
This guy's got the right idea!
The New rework is great! Love the new graphic and arts. I hope the amount of the arts not decreasing compere to the original Grove arts.
about the story, is it going to be different from the original one, since all Gimp encounter is have different story and dialogue.
The Gameover scene is always the best, Can't wait to see other slime gameover!
but with the amount game you develop right now, I'm afraid it's gonna take longer to even finish reworking all of the update.
There'll be just as much artwork, if not more in the complete Rework. And we'll also be making some minor tweaks and improvements to the story, too.
We are confidant it'll be worth the wait! Please be patient and we hope you'll enjoy the finished product.
Good to know! Can't wait to see more of Grove updates!
It's a nice tech demo. I did have trouble a couple times with saving in a given room: if there's an event in there or something, it'll just lock saving in that room entirely it seems. Perhaps you can save in that room if you exit and reenter after clearing the event, I didn't test for that. Along the same lines, I'd prefer as a player to not be put in these positions of wanting to lose a given fight once but having an unskippable cutscene right before said fight with no chance to save between the cutscene and the fight. The inn location was a notable example of that, where you can only realistically have a save in the screen prior and have to watch both the imps running around cutscene and also the struggle tutorial over again.
I also second what another comment here said: the green slime fight was trivial to constantly get up from, 25 stamina with the current stamina regeneration was too low. I could just continuously spam 'get up' after purposefully seeing how many times I could afford to get up after a knockdown, I think I was able to do so 5 times at least? I gave up trying after that.
Otherwise I love the new engine and the possibilities it introduces! <3 Looking forward to more for sure.
We're looking into the save issue, as whilst it's not a huge problem in a short demo like this, we don't want it happening in the full game of course
That aside, thank you very much for the feedback and the positive words!
Is it possible to play it on a 32.bit version PC?
It's free for you to test, but I cannot confirm whether 32 bit is supported with MZ games. For reference, the engine requires a 64-bit computer to run
- RegalBuster
i can't subscribe SubscribeStar ,it reject all my credit card.....
This error might be related to your country of residence not allowing payments.
You can try using a VPN to change your country, or you can try using a different card. You can also try a "prepaid virtual card" solution.
We're sorry that this is not an easy situation. We can't do much about global economics and politics...
We really appreciate you trying to support us, even if it does not work!
After I defeated the little devil the second time and entered the lounge, was the game over? Besides challenging the slime in the wardrobe, there's nothing else to do in the room.
That is everything for the public version.
If you're interested in checking out more content and more enemies, we have a special version available on our SubscribeStar! Do check it out if you'd like :)
I always liked the way that you would slowly lose resources(hp, armor, tp, and then stamina) as you journeyed, so my only 3 complaints are:
1. If you are good at the grappling segments then you are never in any danger. You can throw yourself at any enemy and as long as you are quick enough you will never lose stamina.
2. Tp acting as a second wind in combat makes sense, but 25 tp to avoid being at 0 hp seems a bit cheap. I would expect at least 50 tp.
3. My game would sometimes lag when sprinting, so at some point optimization will be needed.
Other than that, the writing is always great, the sprite work has significantly improved, first person POV(first imp scene) for some scenes and trap tiles(the hands) seem like great additions, and I am excited to see the development of this game.
Also the imps are hot~
Thank you for the feedback, we're still working on balancing the combat so this helps.
Otherwise, glad you seemingly enjoyed yourself so much! Thanks for taking the time to play and to leave some suggestions!
I hope your game can be more interactive with all the background characters, allowing for some fun with them without game overs, occasional events, quests, and including more stories and lore. This includes some background characters as well.
Do the pilons just instantly turn themselves off for anyone else in the hotell?
You need to hold your interact key when standing near them. Hold E or Space or Enter.
hotel?
I can't sponsor through Subscribestar. Are there any other sponsorship methods available?😭
I'm sorry, we don't have any other methods right now, but we appreciate the gesture...!
It's a pity there's no other way, but your game is fantastic. I'm really happy to see new content and hope to play more in the future.
Such a Great Demo and has me majorly excited and wanting to join the subscribestar site to support the game. Love the new grapples and ways to react I ALWAYS CRAVED More of these in games and you guys are top notch. SO Majorly excited and cannot wait to play it when is offically remade because first ever game like these i played and my favorite alongside Prowler. Kinda Curious if there is any Plan to tie Both games together would be so cool to see the chief of Prowlers and maybe him as a companion with scenes if somehow ended up here trying to find leads of his people.
Major Question is How much is the main subscribestar places tier to test these demo builds because i wanna support that tier or more.
AND THANK YOU to YOU and YOUR TEAM for these MASTERPEICES and SO MUCH LOVE AND RESPECT to you all for Being the very best
Their Subscribe-Star Page says the "Super-Sponsor!" - Tier at 8.50 USD gives access to it - and the higher ones, too, of course.
https://subscribestar.adult/posts/2167704
Thank you so much for letting me know.
do not click links, they literally tell you not too
Will it be avaible for MacOS?
In a few days time once we iron out the issues with the Windows version. Then we can hopefully upload an issue-free MacOS version.
Thank you for your patience!
Also a Linux-one again, since you're at it? 😏🙏🏻🙇🏻♂️
Hopefully, yes!
Since the current .exe-file doesn't have the icon.png's cool Icon implemented and shows up with the Standard RPG-Maker Symbol, I just used GIMP to export a quick Windows-Icon-file from the png in the Icon-folder (which is awesome since under Linux the PNG-file is much more useful for the Launcher - which is run through/with the compatibility layer there anyway until you "bake" a native Linux version of this one, too at least - there) and manually changed the Shortcut's image to the actual Game Icon that way, so it doesn't look so generic on the Desktop 😏 😜 .
Unfortunately I cannot upload it, but I think even Paint or any other simple Image Processing Program (like IrfanView, for example) should be capable of exporting an .ico - version of an image, I'd reckon.
This was a lot of fun. Love the tfs we got. Love the art Grove looks so good. Thanks for the awesome test build. Can't wait to see what else you all have cooking
Thanks for playing, and for the kind praise all around!
I think if this 3 button grapple system is introduced in the full game, perhaps the starting area could only have 2 choices, one or the other to introduce players who may not be able to memorize the combinations right away. Adding the third, or even fourth in more difficult areas/enemies.
I myself am mediocre at rhythm games, where you press the same color/symbol, but mapping one color/symbol to another from the start whilst under tension breaks my brain for whatever reason.
I have found it easier to map the color to the direction I need to press, rather than to another color/symbol. Check color, press direction. A simpler thought process than perhaps: color -> color -> direction, and having the chance of getting the colors mixed up. Cutting out the middle step of that whole triangle/circle.
Like, the left color (purple) when used by the enemy requires a blue (up) is much more difficult than right color (orange) when used by enemy is simply the directionality opposite color (purple).
But even as I typed that all out I just realized a simpler method would be to take the color of the enemy and using it's default direction (purple/left) and make a clockwise rotation to (blue/up) in the grapple menu.
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tl:dr
New system broke my brain, but spending time to think it through and not getting attacked by strange goopy things has come up with effective strategy/understanding.
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Misc Questions/bugs
Are the "hand" traps supposed to have the same grapple direction/color (orange) instead of random or is that intentional since they're a common "encounter"?
The door renders above Grove's head at the first building by the tent.
To be clear, the game is amazing and wonderful as many other comments have made clear. I'm just a huge nerd lol.
We're definitely thinking about adjusting the 'Grapple Triangle' so it goes clockwise instead of anti-clockwise. Though it might seem like a small thing it seems to have thrown a few people off. So yeah, we'll be adjusting that down the line.
And yes, the Hand Traps are meant to be a bit simpler. The enemies are more variable.
the new content is so good!!! quick question though, everyone keeps mentioning a third encounter with altars, is that part of the subscribestar specific build or am i just dumb?
The "altar" is indeed something related to the subscribestar specific build.
Thank you for the praise on the public version content though!
will the "alter" version become public? or will it remain a subscribestar specific build?
We're not sure... I'm going to say "probably not". But if we do make it public, it'll be several months from now at the very least.