Is the "Hoarder's Curse" side task completable? Asking since I haven't really managed to progress at all on it and I know some stuff in the demo can't even be accessed to begin with.
The spitter lizards don't seem to "lose" you, if you move behind an entire wall, they will try to shoot through a wall, would make more sense if they either try to return to their usual positions after a certain amount of time or if they try to quickly follow/search for you in order to put you in line of sight again.
The charger enemy can get stuck on certain walls allowing for an easy kill, for example inside of the underground building, it is possible to get the charger stuck on a corner where you can still attack it with melee but it cannot attack you. An improvement to their pathing might be good.
I quite like the mapping, very nice design from what I've seen, equally good on descriptions and art.
I do wish that any sort of status like the grappling nets or the iron rings would show up on the character sprite as well, though it doesn't take away from anything.
Escaping traps feels like it could use more variety than spamming left and right, hopefully that'll be added at some point. The binding trap in the underground building area is also surprisingly hard to get out of.
An update is coming fairly soon, so if you're interested, please +Follow us! We've done our best to address some of the issues you've mentioned, at least within the realms of what RPG Maker's coding can achieve.
So I played it after learning the basics and collection loot after that I was like let me test nsfw Content and noticed something I found out that there are 2 scenes with the enemy's
Are they going be all scenes with only 2? (If you don't get 1 enemy with different scenes)
And test what happens if don't come back before dark (your dead meat if I found you(Pricing on the dick nah))
Anyways art is very good and sound too
There's some things I want point out ik the game is fresh
1st lack of Description like want symbol effects you have or lust(I think there's lust in the game I am not sure but after 1 scene with the Enemy the mc blushes and has a boner)
2st Escaping taps needs to be rework since some times I escape and some times I don't I am spamming a and d since game tells me to spam it it's like playing on hard Difficulty
3rd what's with the lvl I haven't found anything useful
Anyways keep up the good work and it's really amazing for a demo
Edit: forget to mention I will come back to this when has more more content(not the full release)
Thank you for the kind words on the demo. Right now all we can say is "September". We're doing some final testing and content, and if nothing goes wrong, we should be done before the end of the month.
I love this game but trying to get a full set of gear is like trying to find gold in a granite mine. It takes forever to get enough materials for a piece of makeshift armor, but I mainly blame it on the RNG of the spawn. The only time I actually got a steady steam of Ironwood Branches and Tree Bark was when I let myself get caught by the Interlopers of the night (bc I was curious as to what would happen), and then I got the River Spawn when I went back into The Stream.
I feel like if we can get a somewhat increase to the spawn rate of the bark/ironwood it might make things a bit more fair. Which... ain't exactly much considering the fact that the armor did screw all against the pink lizard mini-boss. I did get the light gun though!
Thanks for giving our early demo a shot! We've got an update coming fairly soon, and I can say that we've done a lot to rebalance the game's materials and recipes to make things a bit less of a headache and purely RNG dependant.
Hope you'll come back and give it a try when we're ready! We don't have an exact date in mind yet (but you can +Follow us to get an update when we do!)
I just finished the demo today! It was fun and I can't wait for the full game to come out! There was a huge difference when it comes to battling when compared to Dark Places (which I love <3) but it's really easy enough to learn.
I love how I can interact to almost anything in the world. like the books and the old nets and stuff? and Kivuli just gives his thoughts on it, Like the Violet Banner on that old ruin? I thought that was just a simple banner but there's lore behind it! anyways I'm just satisfied that there's actual world building in this game too, much like Dark Places! It just gives the game more life <3
One thing I'd like to have in the full game though is when I wanna discard something I want it to tell me how much I want gone. It would really save me some time lol
And also chest upgrades if possible, I love to hoard LOLL
Ahh, thank you very much for the big, positive review of the game! It's really encouraging to hear people enjoying this game not just for the lewd content but also for the gameplay aspects we've worked hard and really wrangled the game engine for, and the flavour text and writing we scatter everywhere.
I'm also happy to tell you that both of those things you suggested will be in the upcoming update to the game! So do stay tuned, +Follow us here if you'd like, and hope you'll enjoy the game even more when that releases!
I did't like too much the fact that I never saw monsters' images too clearly, since you can only see part of them after losing. It would be hot to see them better imo. Maybe a Journal with some sketches and info about them with pictures might be a nice idea, dunno.
Also I'm not a big fan of "direct fights", I preferred the "Dark Places" system, but I suppose I just have to learn a new combat style :)
Thanks for giving Prowler a go despite the differences in systems from Grove.
You're not wrong that there's pros and cons for both styles. We've a small plan to try and address the enemy views for the upcoming update, so maybe you'll be willing to give it a try when it's ready later this year.
Read your post on xwitter. Look really delicious. Can't wait. (favorite part is the "lewder form of combat", most definitely 100% what this game needs.)
I've been liking the demo, but the traps seem just way too hard to escape from? They're really the only hard part of the game at all, I've never escaped from one ever. How do you even get out of them? The tutorial said to mash the left and right keys until the blue bar fills, but the bar never moves no matter how much I mash.
Just finished the demo and loved it! Same great art and dialogue as Grove with better movement and prettier environments.
Gameplay loop of gathering and crafting to progress seems promising, but I would love to see some extra menu/quality of life options related to crafting since it's hard to keep track of what you need and already have for the recipes you're working on.
Thanks for the praise! We're hoping some of the tweaks and adjustments we've made for the next update will make things even more enjoyable for you all!
it'll be something we'll look into but don't expect it to be available on release. There's quite a few compatibility things to look into, especially with recent MacOS updates that have given us trouble with Grove as well.
The game is awesome, I really like it so far. And from here on wards it's only gonna get better.
On that note I do have a a suggestion, I guess. When you are in the map could there be like an arrow or some mark to show to which part of the map you are going to? I was looking for sticks but I was stuck in the map that didn't have any bushes and it took me a while to figure out how to change the location.
Also I have a question, if there will be like stat points to distribute to different attributes, like strength, stamina, etc. The first thing I thought of is when you give enough point in strength the model (that a player can see on the left) would change. Like, show real changes in character. I know it's not that simple but a though to consider
Can't wait for new updates. I have high hopes for this game
Thanks for the praise, and for the questions / suggestions. We can't say if we'll add those things but we'll certainly consider them. Hopefully we can meet or even exceed your expectations when we reveal the first proper build of the game somewhen later this year.
I think it is by staying out after dark and getting picked up by interlopers. every time you are out after dark there is a chance to get picked up by interlopers.
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I loved the demo. Are you still working on this project?
Yep! The full 'Act 1' can be found over here: https://grovedevelopment.itch.io/prowler
Is there a chance you could make some performance boosting options for this demo? I'm lagging every time I try to fight any enemy.
Is the "Hoarder's Curse" side task completable? Asking since I haven't really managed to progress at all on it and I know some stuff in the demo can't even be accessed to begin with.
Not in the demo I'm afraid...! But thank you for checking it out regardless!
I hope we find some nice buff and stocky enemies like in Grove . Nevertheless, i will be enjoying it all weekend ;)
Thank you! Sincerely hope you do enjoy!
probably AEST or GMT, but remember, we have only been given the date, not the time.
11PM AEST
Hullo. Just here to say to keep up the good work to both of you, Regal and Izike!
Thank you, Forest!
When will the full game be released?
i can't wait anymore! it so very fun!
new update is coming in a few days!
Saturday the 28th!
Super excited for this!!!!
OMG!!! Thank you
This game looks great, is it sub focused only? Or is there some content for doms as well?
The player character is going to be submissive only, yeah.
...Maybe you can enjoy the dominant acts of some of the enemies? At least that's what I do anyway, hah.
Also, big content update coming before the end of the month so maybe give us a +Follow if you like what you see from the demo!
I hope you will do gallery and a little description of how to unlock scenes as you did in GROVE
There will be a gallery coming in the new update, yes! Coming in just a few more days, so do +Follow if you haven't already!
Some thoughts based on the demo:
The spitter lizards don't seem to "lose" you, if you move behind an entire wall, they will try to shoot through a wall, would make more sense if they either try to return to their usual positions after a certain amount of time or if they try to quickly follow/search for you in order to put you in line of sight again.
The charger enemy can get stuck on certain walls allowing for an easy kill, for example inside of the underground building, it is possible to get the charger stuck on a corner where you can still attack it with melee but it cannot attack you. An improvement to their pathing might be good.
I quite like the mapping, very nice design from what I've seen, equally good on descriptions and art.
I do wish that any sort of status like the grappling nets or the iron rings would show up on the character sprite as well, though it doesn't take away from anything.
Escaping traps feels like it could use more variety than spamming left and right, hopefully that'll be added at some point. The binding trap in the underground building area is also surprisingly hard to get out of.
Excited to see where this project is headed!
An update is coming fairly soon, so if you're interested, please +Follow us! We've done our best to address some of the issues you've mentioned, at least within the realms of what RPG Maker's coding can achieve.
So I played it after learning the basics and collection loot after that I was like let me test nsfw Content and noticed something I found out that there are 2 scenes with the enemy's
Are they going be all scenes with only 2? (If you don't get 1 enemy with different scenes)
And test what happens if don't come back before dark (your dead meat if I found you(Pricing on the dick nah))
Anyways art is very good and sound too
There's some things I want point out ik the game is fresh
1st lack of Description like want symbol effects you have or lust(I think there's lust in the game I am not sure but after 1 scene with the Enemy the mc blushes and has a boner)
2st Escaping taps needs to be rework since some times I escape and some times I don't I am spamming a and d since game tells me to spam it it's like playing on hard Difficulty
3rd what's with the lvl I haven't found anything useful
Anyways keep up the good work and it's really amazing for a demo
Edit: forget to mention I will come back to this when has more more content(not the full release)
Thanks for the praise, and really engaging with our game.
We have an update with a LOT more content coming very soon (the next few weeks) so do give us a +Follow if you'd like.
There'll be lots more enemies, each of them will have 2 scenes, more status descriptions, pretty much all the things you were asking about.
heyo, just wondering if you have any idea when the full will release this september? also love the demo!!!
Thank you for the kind words on the demo. Right now all we can say is "September". We're doing some final testing and content, and if nothing goes wrong, we should be done before the end of the month.
Best of luck! We're all eager but we understand if you need time <3
looking forward to it!
什么时候才能玩到呢,到时候会有中文吗
The game will hopefully be released this September.
We will have a machine-translation Chinese version at launch, and an improved translation later.
太棒了
It really is a great game!
I hope one day a Japanese translation will come.
Thank you! We hope to add a Japanese translation in the future.
is the next update still gonna be released by end of august?
I'm afraid not. We're getting close, but we still have a fair bit of testing to do, waiting for some assets to come in and to implement...
Make sure to +follow us if you haven't already, so you can be made aware when the update is ready!
Is there a Chinese translation?
Not yet. We may have a Chinese machine translation when the next update is ready.
This game looks like good, but can we get a Mac one?
Sorry, but the plugins and functions we use for our game are quite incompatible with MacOS...
We'd love to make a MacOS version but right now it just wouldn't work right.
I love this game but trying to get a full set of gear is like trying to find gold in a granite mine. It takes forever to get enough materials for a piece of makeshift armor, but I mainly blame it on the RNG of the spawn. The only time I actually got a steady steam of Ironwood Branches and Tree Bark was when I let myself get caught by the Interlopers of the night (bc I was curious as to what would happen), and then I got the River Spawn when I went back into The Stream.
I feel like if we can get a somewhat increase to the spawn rate of the bark/ironwood it might make things a bit more fair. Which... ain't exactly much considering the fact that the armor did screw all against the pink lizard mini-boss. I did get the light gun though!
Thanks for giving our early demo a shot! We've got an update coming fairly soon, and I can say that we've done a lot to rebalance the game's materials and recipes to make things a bit less of a headache and purely RNG dependant.
Hope you'll come back and give it a try when we're ready! We don't have an exact date in mind yet (but you can +Follow us to get an update when we do!)
I just finished the demo today! It was fun and I can't wait for the full game to come out! There was a huge difference when it comes to battling when compared to Dark Places (which I love <3) but it's really easy enough to learn.
I love how I can interact to almost anything in the world. like the books and the old nets and stuff? and Kivuli just gives his thoughts on it, Like the Violet Banner on that old ruin? I thought that was just a simple banner but there's lore behind it! anyways I'm just satisfied that there's actual world building in this game too, much like Dark Places! It just gives the game more life <3
One thing I'd like to have in the full game though is when I wanna discard something I want it to tell me how much I want gone. It would really save me some time lol
And also chest upgrades if possible, I love to hoard LOLL
Anywayss I Freakingg love this dev team like fr 🥺
Ahh, thank you very much for the big, positive review of the game! It's really encouraging to hear people enjoying this game not just for the lewd content but also for the gameplay aspects we've worked hard and really wrangled the game engine for, and the flavour text and writing we scatter everywhere.
I'm also happy to tell you that both of those things you suggested will be in the upcoming update to the game! So do stay tuned, +Follow us here if you'd like, and hope you'll enjoy the game even more when that releases!
Is there any updated demo coming?
Soon. Hopefully before the end of August.
I'm excited to see this, I really like this game and i've played the demo a few times over
Is there a vague eta on when the new update is coming out? I cant wait for more!
If nothing goes terribly wrong, then hopefully before the end of August!
請問語言要如何修改,我料夾中看到了含有"CH"及"TW"名稱的檔案,推該遊戲可能可以調整語言,假如可以的話具體怎麼做呢
Sorry! Right now, Prowler is only available in English. We hope to work on different language patches in the future.
謝謝告知
这是一款出色的游戏!
谢谢
Finished the demo and it has a great potential!
I did't like too much the fact that I never saw monsters' images too clearly, since you can only see part of them after losing. It would be hot to see them better imo. Maybe a Journal with some sketches and info about them with pictures might be a nice idea, dunno.
Also I'm not a big fan of "direct fights", I preferred the "Dark Places" system, but I suppose I just have to learn a new combat style :)
I can't wait for new content!!!
Thank you!
Thanks for giving Prowler a go despite the differences in systems from Grove.
You're not wrong that there's pros and cons for both styles. We've a small plan to try and address the enemy views for the upcoming update, so maybe you'll be willing to give it a try when it's ready later this year.
I will wait for all the adjustments and patches and improvements that you'll make! Your games are nice and exciting :)
so coming back to this...ARE there going to be pregnancy mechanics?
We might tease some things in the writing. But there won't be explicit "pregnancy mechanics", no.
I Liked the Demo, the enemys sometimes get stuck in the edges of the map. Then i can no longer attack them.
A "Store all" Button for the Treasure would be nice.
in the future could there be transformations in this game?
if there aren't already, but i don't believe there are?
Read your post on xwitter. Look really delicious. Can't wait. (favorite part is the "lewder form of combat", most definitely 100% what this game needs.)
Shall we have a new preview about our fancy and wonderful work.
We're hoping to share some previews on our Twitter page soon. Maybe over the weekend.
I've been liking the demo, but the traps seem just way too hard to escape from? They're really the only hard part of the game at all, I've never escaped from one ever. How do you even get out of them? The tutorial said to mash the left and right keys until the blue bar fills, but the bar never moves no matter how much I mash.
You're making sure to alternate the keys, right? And you're using the WASD keys, not the arrow keys, right?
I'm using WASD and I feel it's too slow
We're going to be adjusting the escape mechanics a little for the next big game update. Hopefully you'll find it more to your liking.
Just finished the demo and loved it! Same great art and dialogue as Grove with better movement and prettier environments.
Gameplay loop of gathering and crafting to progress seems promising, but I would love to see some extra menu/quality of life options related to crafting since it's hard to keep track of what you need and already have for the recipes you're working on.
Keep up the good work!
Thanks for the praise! We're hoping some of the tweaks and adjustments we've made for the next update will make things even more enjoyable for you all!
Are there any plans on making a version for mac? Played Grove and absolutely loved it and wanna try this too.
it'll be something we'll look into but don't expect it to be available on release. There's quite a few compatibility things to look into, especially with recent MacOS updates that have given us trouble with Grove as well.
So yeah, we'll try, but no promises... sorry!
Tell me, why did it crash twice in a row at the entrance to the temple? Then it stopped, but still, what's the reason?
Utterly adored Grove, looking forward to this one as it develops! :3
Thank you kindly~!
how do you equip the pick-axe in the first section
You don't need to equip it, simply having it in your inventory then interacting with something that uses it will consume the pickaxe
- RegalBuster
Why does it run at like 1fps?
Are you playing the game on an external harddrive? It can cause a performance bottleneck if so.
Omg. Yep. That's why. Thank you!
I need a new update right now </3 and can someone tell me how to save my progress?
RegalBuster said that the update will probably occur in the middle of this year, we horny players can't do nothing but to wait :<
So far, so good.
The game is awesome, I really like it so far. And from here on wards it's only gonna get better.
On that note I do have a a suggestion, I guess. When you are in the map could there be like an arrow or some mark to show to which part of the map you are going to? I was looking for sticks but I was stuck in the map that didn't have any bushes and it took me a while to figure out how to change the location.
Also I have a question, if there will be like stat points to distribute to different attributes, like strength, stamina, etc. The first thing I thought of is when you give enough point in strength the model (that a player can see on the left) would change. Like, show real changes in character. I know it's not that simple but a though to consider
Can't wait for new updates. I have high hopes for this game
Thanks for the praise, and for the questions / suggestions. We can't say if we'll add those things but we'll certainly consider them. Hopefully we can meet or even exceed your expectations when we reveal the first proper build of the game somewhen later this year.
it seems in one of the screenshots the character is wearing nipple rings? how are those gotten?
I think it is by staying out after dark and getting picked up by interlopers. every time you are out after dark there is a chance to get picked up by interlopers.