Regarding the October test room
[RPG] GROVE: "Dark Places" (v0.308) » Devlog
Hello all~!
Thank you for your continued interest in the Grove Halloween build! We're going to need a few more days to make sure all the rough edges are ironed out, but we'll be sure to make a proper announcement when we have something to share.
Keep an eye out on our itch.io profile for a new game page! In the meantime feel free to check out our latest Development Blog for the month of November, it's free for everyone this time: https://subscribestar.adult/posts/2099343
RegalBuster
Get [RPG] GROVE: "Dark Places" (v0.308)
[RPG] GROVE: "Dark Places" (v0.308)
UNDERGOING REWORKS! NSFW RPG about an anthro dragon, and his adventures in an unknown land.
| Status | On hold |
| Authors | GROVE DEVELOPMENT, SirIzike |
| Genre | Role Playing, Adventure |
| Tags | Adult, Erotic, Furry, Gay, NSFW, scalie, Singleplayer, Yaoi |
| Languages | English |
More posts
- Something spooky for the month of October....67 days ago
- Adjustments to Grove (Legacy Build)Aug 01, 2025
- Regarding the future of Grove DevJul 25, 2025
- Grove Dev Substar releaseJan 28, 2025
- The future of GROVE!Dec 31, 2024
- GROVE v0.308 日本語 / Japanese patch releaseJan 29, 2024
- GROVE v0.308 French Language Patch + updates on developmentJul 01, 2023
- GROVE v0.307 Russian language buildFeb 18, 2023
![[RPG] GROVE: "Dark Places" (v0.308)](https://img.itch.zone/aW1nLzY5MjM5MzAucG5n/original/gVA7gq.png)
Comments
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I'm really happy with the grapple changes! Grappling was always a big draw of the game (and where some of the most fun content was..), so all the new mechanics and complexity is VERY welcome.
Making progress in a grapple progressive, and possible to undo, could make the grapples feel more dynamic (and dangerous!..) The button mashing and other such really gets the player involved and feels FAR more immersive than before.
Speaking of immersion, having the different minigames correspond to the opponent's tactics was awesome (and exciting for potential..) It just adds extra oomph to know the flavor of your struggle is 'overpowering' your foe and then failing to do just that, or that you're trying to 'outmaneuver' them and they pull a fast one on you. I love that you're trying to flesh this out mechanically and put more player input into the equation.
The spritework is gorgeous too. This isn't to diss your old ones, but WOW, the level of clarity and incredible attention to detail is just on a different level. All of them (especially Grove himself) are a massive upgrade.
In short, the new mechanics were a LOT to learn, but all amazing. In the final build, I feel should be introduced more gradually, layer by layer. I see you were trying to do this with the different encounters within the nightmare, but I feel there should be more space between them, and more time to practice and familiarize oneself with the newly learned mechanic before moving onto another one.
One way to do this MIGHT be to have some minigames the player can encounter for rewards or such.. which, coincidentally, use the same system. Think, like, Grove is trying his luck on a strength tester to win mythical apule ore for his apule upgrade, so he has to 'overpower' the machine by hammering down 'at the right time.' Or have it be involved in some of the puzzles. Just one of few ways that could help.