im so freaking excited!! i love it so far! the only suggestion i would say is to perhaps consider adding smutty scenes for when theres a victory, because all the porn/sex scenes so far happen when the player loses, so it would be good motivation and reward for winning battles aside from stats or just staying alive, maybe having grove dom the enemy, or have him have the control on the sexual encounter as a signal of having the advantage in battle perhaps, but overall its great too! and its not too difficult, which is also great imo
Hi! I really enjoyed the Halloween remaster and wanted to share some ideas for a future full remaster.
Currently, the game only has two corrupted items that can be given to the Wizard, but one of them is almost never used. Also, while Grove appears in cutscenes and status effects related to latex, there are only two optional latex outfits in the game, and neither of them is full-body.
Main suggestion:
I would love to see moth-like latex outfits that can be given to the Wizard so we can use them at any time. These outfits could cover Grove's entire body, making it the game's first full-body latex outfit.
Optional idea for the final battle:
I would also like to suggest an optional change to the final battle against the moth, adding two possible endings:
Normal ending: You win the battle and obtain the moth's latex outfits without needing to fully transform.
Alternate Ending: Grove loses the battle and temporarily falls under the moth's control, but is later rescued by his friends. Upon recovering his armor, they also find the remaining pieces of the latex garment that transformed him and keep them safe. This ending might require certain conditions to unlock.
P.S.: I wouldn't mind waiting longer if something like this were implemented; I think it would add a lot of charm to the game.
Also, before I forget, it would be great if the moth's latex suit had a more defined thong shape, similar to the original version.
Been here since the old version and wanted to say I Love this rework, especially with Grove looking a lot more muscular now. Real excited for its first full build release. ;>3
Glad to know there'll be an option to keep it turn-based. I'm too slow and smooth brained for the QTEs.
been a fan for years, and tried the test build. I really enjoy the new look and am glad yall are making moves to have a more personalized identity moving away the usual placeholder- like rpgmaker graphics and UI. the new grapple system is interesting ( if mildly hard to get used to) and I can't wait to see it improved on and then diversified for use among our enemy cast.
Hi, been following Grove since the very first release on FA! Love seeing more progress on my favorite game :>
Sadly I'm gonna be real, as someone who hates QTE's and "mash this button to break free" in virtually every game, this ain't it for me.
I'm all for breaking the mold and trying different combat mechanics, lord knows I'm sick of all the 18+ VN's with no rpg or action mechanics whatsoever so this is still a nice, fresh take.
Enjoyed it overall but yeah, gonna be playing with turn based mode enabled for future updates.
Just a small request—could you create some transformations that don't end the game? It's just a wish, since most games nowadays end immediately upon transformation. While I understand the approach, I'd prefer to experience different combat/storylines/methods.
not sure on the rock/paper/scissors system, button mashing to win fights is just tedious, specially for this kind of game where you might want to do something mid-fight
I'm gonna miss the old more pixely zoomed-out look of the game, but I can see myself coming to like the new look. However, please just don't touch the combat system. The new one is too complicated for no reason, and it feels like an entirely different game to the previous Grove feel. Not to mention that small-brained me barely figured it out...
Don't sweat it if you really can't get to grips with the system. The regular turn-based, skill-choosing combat style will also be available if you prefer.
I like the new overworld spritework and the cleaner menues, but I'm gonna be fully real when I say I personally prefer the battle system of the original! I appreciate Sigil being more available, but something about the new system just doesn't work in my brain, and caused me to repeatedly lose over and over again, even with the chart open right next to the game window...
Don't sweat it if you really can't get to grips with the system. The regular turn-based, skill-choosing combat style will also be available if you prefer.
Oh cool, so we'll still be able to use the systems from the original? Edit for clarity: I'm more specifically referring to the grapple system - I drastically prefer the old version to the new version.
Yes, there'll be a form of grapple combat similar to the old one, which we're now calling "Struggle" combat since you're being lewded by enemies and fighting to get free.
big bulky guy in the background? Enjoyed the test build, glad there are creators out there that are making this stuff. like the kind of rock paper scissors build, simple keeps it interesting.
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.
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im so freaking excited!! i love it so far! the only suggestion i would say is to perhaps consider adding smutty scenes for when theres a victory, because all the porn/sex scenes so far happen when the player loses, so it would be good motivation and reward for winning battles aside from stats or just staying alive, maybe having grove dom the enemy, or have him have the control on the sexual encounter as a signal of having the advantage in battle perhaps, but overall its great too! and its not too difficult, which is also great imo
Hi! I really enjoyed the Halloween remaster and wanted to share some ideas for a future full remaster.
Currently, the game only has two corrupted items that can be given to the Wizard, but one of them is almost never used. Also, while Grove appears in cutscenes and status effects related to latex, there are only two optional latex outfits in the game, and neither of them is full-body.
Main suggestion:
I would love to see moth-like latex outfits that can be given to the Wizard so we can use them at any time. These outfits could cover Grove's entire body, making it the game's first full-body latex outfit.
Optional idea for the final battle:
I would also like to suggest an optional change to the final battle against the moth, adding two possible endings:
Normal ending: You win the battle and obtain the moth's latex outfits without needing to fully transform.
Alternate Ending: Grove loses the battle and temporarily falls under the moth's control, but is later rescued by his friends. Upon recovering his armor, they also find the remaining pieces of the latex garment that transformed him and keep them safe. This ending might require certain conditions to unlock.
P.S.: I wouldn't mind waiting longer if something like this were implemented; I think it would add a lot of charm to the game.
Also, before I forget, it would be great if the moth's latex suit had a more defined thong shape, similar to the original version.
Would you allow the Subscribestar Halloween test room to be paid for on Itch.io? I don't like subscription platforms but I WOULD pay to buy it
Been here since the old version and wanted to say I Love this rework, especially with Grove looking a lot more muscular now. Real excited for its first full build release. ;>3
Glad to know there'll be an option to keep it turn-based. I'm too slow and smooth brained for the QTEs.
One question: will the final version be free or paid?
been a fan for years, and tried the test build. I really enjoy the new look and am glad yall are making moves to have a more personalized identity moving away the usual placeholder- like rpgmaker graphics and UI. the new grapple system is interesting ( if mildly hard to get used to) and I can't wait to see it improved on and then diversified for use among our enemy cast.
Hi, been following Grove since the very first release on FA! Love seeing more progress on my favorite game :>
Sadly I'm gonna be real, as someone who hates QTE's and "mash this button to break free" in virtually every game, this ain't it for me.
I'm all for breaking the mold and trying different combat mechanics, lord knows I'm sick of all the 18+ VN's with no rpg or action mechanics whatsoever so this is still a nice, fresh take.
Enjoyed it overall but yeah, gonna be playing with turn based mode enabled for future updates.
Hello, I follow this game since the first patches. I am unsure if I wanted an update/rework, but I understand why.
I kinda needed 3 tries before I understood the mechanic, but thats mostly on me.
The only thing I would say wasn't good, were the steps that had the same color as the Rocks. It was kinda hard to see the steps, in the "darkness"
I mean the steps at the beginning in the Outside camp.
I hope everything goes well for you guys, I really like this.
Thanks for the feedback, glad you enjoyed yourself overall!
Just a small request—could you create some transformations that don't end the game? It's just a wish, since most games nowadays end immediately upon transformation. While I understand the approach, I'd prefer to experience different combat/storylines/methods.
not sure on the rock/paper/scissors system, button mashing to win fights is just tedious, specially for this kind of game where you might want to do something mid-fight
I'm gonna miss the old more pixely zoomed-out look of the game, but I can see myself coming to like the new look. However, please just don't touch the combat system. The new one is too complicated for no reason, and it feels like an entirely different game to the previous Grove feel. Not to mention that small-brained me barely figured it out...
Don't sweat it if you really can't get to grips with the system. The regular turn-based, skill-choosing combat style will also be available if you prefer.
I like the new overworld spritework and the cleaner menues, but I'm gonna be fully real when I say I personally prefer the battle system of the original! I appreciate Sigil being more available, but something about the new system just doesn't work in my brain, and caused me to repeatedly lose over and over again, even with the chart open right next to the game window...
Don't sweat it if you really can't get to grips with the system. The regular turn-based, skill-choosing combat style will also be available if you prefer.
Oh cool, so we'll still be able to use the systems from the original? Edit for clarity: I'm more specifically referring to the grapple system - I drastically prefer the old version to the new version.
Yes, there'll be a form of grapple combat similar to the old one, which we're now calling "Struggle" combat since you're being lewded by enemies and fighting to get free.
big bulky guy in the background? Enjoyed the test build, glad there are creators out there that are making this stuff. like the kind of rock paper scissors build, simple keeps it interesting.
Big bulky fella's on our SubscribeStar build. We'd love if ya checked it out, but no pressure. Thanks a lot for checking out the public build, truly!
那我之前原价购买的...是不是意味着白花钱了xwx
Grove 一直都是免費的,你是跑去其他地方買然後被騙錢了嗎?
小心,有人在评论区发布包含木马病毒的链接!
Be careful! Someone has posted a link containing a Trojan virus in 気をつけて、誰かがコメント欄にウィルスの木馬を含むリンクを投稿しています!
Осторожно, кто-то размещает ссылку на троян в комментариях!
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
this,im having this issue as well,it just gives the 'no effect' line and i fail
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!