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(+3)(-14)

This looked pretty neat, but alas, the protag's humanoid penis on a non-human keeps me from enjoying it. I wish you well in future development!

Can you make a demo for the macOS please do not have a windows.

(+2)(-3)

Tried to join the discord but requiring my phone number? No thank you -_-

Deleted 110 days ago

Ik. It keeps me from communication with other people.

Yeah, no matter what country or region it is

yeah, that really annoying that some server force us to verified using phone number, but at the same time I understood that sometimes some stupid people trying to raid some public discord server, especially server with furry or LGBT theme....

Primarily a security stop-gap to prevent any server raids. It is an inconvenience but unfortunately needed in our case

-RegalBuster

(+2)

played 59 mins and I'm in love with this game, good controls, great art, with a simple and charming play style and the pixel art is on point

Thank you~!

(+3)

I personally loved this demo and would love to see more of it. I was a big fan of the extraction style gameplay. Very solid foundation for the combat system too, plenty of room to add more weapons and systems with what you have in place.

Now just a small suggestion which would address the thing I was most frustrated with.

I definitely think the ability to craft without having to remove items from storage would be biggest QOL update you could make at the moment.


But yeah otherwise 10 outta 10 would absolutely love to see more of this.

Thank you very much for playing, and for the kind feedback and suggestion. We'll do our best to look into the crafting thing as it's easily the most suggested critique.

(-1)

How much scenes are there? I've found only 2. Is there any guide to this

So some thoughts. 

The theme/atmosphere/NSFW content is actually quite good for a demo and I want more . 

The problem however comes from the gameplay being kinda just bad?. Gameplay currently doesn't translate well and while the atmosphere gives the monster hunter vibes, it feels more like a QTE/bad zelda clone  in how limited and unresponsive the character/attacks are. 

(+1)

Sorry that you didn't click with the gameplay, but nowhere was it said the gameplay was meant to be like Monster Hunter. The first paragraph of the game description says 

"An M/M focused action RPG with light 'extraction' mechanics. Venture forth into expeditions, collect resources and loot, and try to make it out unscathed!"

If you don't like it, that's perfectly valid, but if you're blaming it simply because it wasn't like MH, that's not exactly out fault...

(+1)

Fuck,  my reading comprehension is bad.

So sorry about the feedback on something that isn't really valid .
T_T

PS: Still looking forward to more content, but my idea on the gameplay, beyond I don't like it, is obviously a bit too biased at the moment to be reliabe. 

It's alright. We appreciate that you gave it a go. We know the game isn't going to click with everyone, after all.

Not gonna lie, the combat in this is clunky, and definitely requires an actual mouse. Other than that, the game is great. 

(+2)

The game is very much intended to be played with a mouse, yeah.

(+1)

i just finished the demo, really nice game if i had to share my thought :

i played it on my laptop so it was a bit hard to move the direction of the attacks with my mouse pad while moving and dodging the ennemies so maybe give the option to replace the commands ?

Nonetheless the game was really fun, really liked how the area changed everytime, i was a bit taken aback when after a game over i lost some piece of my armor and had to remake them but it adds a touch of value to them  

ps: It says that there was 6 scenes, but i feel like i might be wrong on something so if someone could correct me, i just wanted to be sure i got them all:    

2 for the lizards, 

1 with the rope trap of the tutoriel ?

2 with the plants 

1 with the rings

and 1 with the chargers ? (the others type of ennemies sorry forgot their name)

again really nice game impatient to see what's next.

We don't count the tutorial rope trap as a scene. The last one you're missing has a chance to occur at night-time, if you stay out too late...

(+2)

I played the demo on the day of its release and only now decided to write a review. It was cool to play a new game from you, here are a couple of my thoughts:

1) I really liked how detailed we can dress our character and how much these clothes convey the fact that we are in the jungle and make it from improvised materials.

2) Finally, we saw different cocks (in Grove it was strange to see their sameness, even for those characters / monsters that should by nature have them different).

3) I was surprised when I found a slightly different location from where I left, because often in these games we run around the same location, which quickly gets boring.

4) Add inventory and chest connection when crafting. It's a little hard to remember the right ingredients, then find that you don't have space in your inventory to take them and start moving items around.

5) And in conclusion, I would like to express a wishlist: with the character's avatar on the screen, it would be very hot to see, for example, various parasites that decided to attach themselves to you.

P.S. I hope I translated my words into English correctly.

Your words are translated fine. Thank you for your suggestions and feedback.

(+1)

When i saw this game is made from Grove people i instantly become hyped, your games are amezing. I had a blast playing this demo and i would love to see full verison of this game

(+3)

This is great, I loved it! Most of my thoughts are just echoing those also in the comments, but, in regards to feedback:

1: Please make the button to hide the character avatar toggle, not hold, or have a setting to swap that. Cool idea, but it does take up a lot of map space, so I'd like to have the option to see better

2: Crafting interface could be improved. As is, you need to recall everything you need for an item, then grab it, then hope you got it right lol. If possible, could we craft using items from storage? Or, if not, give us a "To do list" type thing where we could select an item we're working towards and it shows how much we need/have in our inventory?

3: This is obviously an "If you turn it into a full game" type thing, but I'd love to see the combat fleshed out a bit more, just more different types of enemy attacks to make it a bit harder, even though I already enjoy it now.

All in all, definitely looking forward to seeing where this goes next!

(+2)

As a demonstration of the possibilities, the game looks good. I really like how each item is put on the character. I like sex scenes. The idea of the game itself has great potential.

I hope that when the game comes out of the demo version, there will be more diverse enemies, more maps that would be created by procedural generation so that you can never get bored, more items and the like.

Of the cons. I would like to add more flexible settings for displaying the character (the ability to completely hide it). More "friendly" management in terms of inventory, crafting. Now it's all very long and inconvenient. I would like to be able to improve my home as well, improve the capacity of the box and the like. Also, if you make this game as an rpg, then you should give yourself the opportunity to choose skills with an increase in level (For example, for load capacity, for protection, for damage, etc.)

I hope the update will be released soon!

Sounds like the Demo served its purpose then, hah. Thanks for playing, and for the feedback. All things we're gonna consider if / when we continue development of the game!

I really want to play more of it!

Really good game! I would love it if enemies wont attsck yet if youre stuck in a trap but instead approach slowly

Deleted 110 days ago
(+3)

We've our reasons for not selling the game on Steam that go beyond just the quality of the game. We appreciate your kind words and championing of the game though.

(+2)

ok so critique of game:


-the player model on side is cool but i wish i the shift hide was toggle not hold

-being able to interact with sex scenes without an instant gameover is really nice and I like it 

wait this came from the grove people? hype

all i kinda wish for is that you could FULLY hide the mc on the left of the screen

(+2)

I personally feel that the box should have either an infinite storage or increased storage but apart from that games going well.

(+1)

Hope we get a Plethora of bad ends

(-1)

要个中文补丁

I like the graphics and atmosphere of the game so far. I'm curious as to how much male pregnancy will be in the game. I would like to see more of it!

(+1)

Can't wait to see the potential of this game

(+2)

Oh, the game is really fun, just the excess of controls (or my low ability with so many) that confused me a bit.

The map changing a bit seems nice.

The inventory systems is a bit clunk (crafting is a paper and pen work, memorizing what items you have stashed and in your inventory is a pain)

Other than that, an amazing demo, you guys got really good with the game engine now!

(+1)

Really enjoyed the game.  Can't wait to see more!

Hello I wanted to ask if there is any Hypnosis/Mind-Control Content in this game.

(+1)

There's a little bit of mind-bending in some of the scenes, but it's not a focus in any of them.

where can I get sticks?

An orange leafy plant. Look for it near the river entry point, and maybe one or two other areas.

thank you, also can you choose which part of the stream you enter?

'fraid not... something we'll be looking into in any future versions, I think.

(+3)

Absolutely a interesting and "hot" game for me. I spent about a hour and a half to make all the gears and the weapon, also watched all the scenes. Some sincere suggestions: 

1  the backpack and the box are too small in the later period. I hope there's some way to enlarge them.

Also, Burning things needs to be confirmed again and again and only one at a time, which I think requires some efficiency improvements.

2 to some extent, combating with the enemy is easy and the cost of being beaten is low. when they beat you, they simply have s*x with you and let you go. I think maybe you can add some enslavement content or leave some marks like when you hanging out at night. Of course, that's just my selfish thought and you could ignore it.

Finally, please forgive my poor English. Thank you for making such a great game and reading my review. I hope you can make greater progress and eventually make the game perfect and alive.

Your English was perfectly fine. Thanks for your comment and your suggestions! 

Is the full game out yet, or is it still work in progress?

(+1)

This is a WIP.

- RegalBuster

Alright, thank you.

(+2)

Hell nah Aaron Davis took his Prowler fursona too seriously

(+3)

Overall, this was fun, but I think it's a little too easy. Once you get captured the first time, it's pretty easy to avoid enemies and sprint for the exit, and there's no real penalty to doing multiple expeditions, so you basically never get defeated unless you want to get defeated. Some ideas for how to make this better/more interesting:

  • The player gets defeated after one capture, but lost gear and other equipment (not raw materials) are findable in future expeditions (so you don't have to constantly re-craft everything).
  • After a set number of expeditions, an armor piece breaks and needs to be repaired. This is cheaper than crafting it from scratch but still costs a nonzero amount of resources, so you can't just do unlimited expeditions for free. Ideally, this would require slightly less common resources, so you can't just pick up a couple of ironwood sticks and call it a day.
  • Some traps are harder to avoid (e.g. can't be avoided at all once triggered).
  • Some traps spawn after the player has already been through an area before.

Probably you shouldn't do all of the above, that would be too hard, but some combination of these ideas would, I think, make the game harder and more interesting.

One other thing: I would really like to have a to-do list (a list of things I plan to craft, along with the total material costs, displayed as a HUD element during expeditions, so that I know what items I need to prioritize for weight).

(+1)

I don't see any tail..

The game is borderline unplayable for me. The whole game drops to 1 FPS if I so much as go near an enemy, and in a game that relies on fast reaction time that's not ideal. It sometimes doesn't register my inputs, especially with the traps, and sometimes refuses to let me access the menu. These problems don't go away even when playing on my PC, and it can play every other game with no problem.

What makes it worse is that so many people are gushing praise about this demo. Guess this is just one game I'll never get to enjoy...

Please check that you're not running the game off of a USB or other external drive. They can cause severe CPU bottlenecks that absolutely tank performance when playing RPG Maker MV games like ours.

If you are using one, move your game out of it and give it another go.

Wait, really? Because the other RPG MV games I've played - including GROVE - don't have that issue. Is it something specific with this game?

(+1)

A good few people have had that issue with Grove as well. It's not just an RPG Maker thing, it's a computer thing in general.

Regardless, did moving it solve your problem or not?

(+1)

Yes, it works now. Thanks.

(+3)(-6)

I don't know if I'll play this as you update it. The gameplay loop of "go out, find crafting materials, go back" seems like it will get a bit repetitive. I also just hate crafting systems in games as every game seems like they need to have the system these days. Finding materials then going back to camp to craft something can feel grindy at times. I'd much rather just acquire the items I need as I progress the story, similar to what you've done with Grove. 

Played a little bit of it tonight. Pretty cool! I'm interested to know more of Kivu's story.

I tend to play these games with an xinput compatible controller, and it seemed like the basic controls were there but not jump/dash, melee attack, or ranged attack. So I was trying to use two different controls at the same time - controller and keyboard/touchpad. My initial thought on this is the right analog stick can be for melee attacks: push the stick in a direction and it attacks in that direction. Maybe the right analog trigger could be used for ranged attacks. Right shoulder button for jump/dash?

Looking forward to more development!

I enjoy Grove, and I enjoy this.  

Comments/bugs (v0.11):

  • Did I miss a tutorial glowbug that mentioned the dash?  The beginning gives tutorials about a number of the basic controls, but then leaves the player to figure out that they have to use the dash as a "jump"--just calling it a "dash" doesn't make it obvious that you can use it to cross deep water, and I didn't see a glowbug that mentioned the dash at all.  
  • It's hard to initially figure out what's a trap, what's a resource, what's an obstacle, and what's set decoration.  The hitboxes for "collecting" resources can be a little finicky, so I approached something, hit E, had nothing happen, assumed it was a trap, and avoided it for a while, when it turned out to be a necessary resource.  
  • A couple times when fighting the Chargers I got trapped in the level geometry or something.  They would rush into me while I was keyboard-mashing, then their sprite would disappear and I'd be stuck, seemingly in an invisible box.  The player sprite would turn, but not actually move in any direction, and attacks in any direction would immediately bounce off of thin air.  I ended up having to reload a save.
  • I'm all for dirty talk during the lewd scenes, but a couple times there is description--not dialogue--that suggests that it's only the species difference that prevents Kivuli from getting pregnant, which seems odd.  (If mpreg is your kink, ok, but specifically mentioning it when it's *not* happening seems strange.)
  • Can it be possible to craft items if you have the correct materials in a combination of your inventory and your storage, rather than having to take things out of storage for crafting?

All in all, looking forward to more!

went through the demo and its fantastic. The action controls weren't too difficult to get used to although I would like a way to refresh spine usage (such as 1 back every unit of time spent) and the possibility of using the TAB key to either access or exit out of menus, since I'm personally more conditioned to using tab then esc.

But the scenes are FANTASTIC and well written, and the animation accompanying them is also top notch. you guys really stepped up your skills here.

Sidenote-Its absolutely adorable Kivuli adores potted plants or gardening in general in the same vein that Grove adores carrots. Gives a nice piece of personality.

Coming back to this, i have a suggestion to hopefully QoL a little easier.

When you put items into the storage chest you can use those items from the crafting bench without having to run back and forth.

Also, Kivu is preggable? thats hot. hope to see some preg content later down the line

are you a nargacuga in this game from monster hunter lol?

(2 edits) (+1)

You are a Prowler and you are certainly not a nargacuga from Monster Hunter, haha.

wait... SO YOU'RE A PROWLER FROM MONSTER HUNER GENERATIONS ULTIMATE

(1 edit) (+1)

Just wanted to say that the piercings after capture was hot, maybe we'll see something similar in Grove eh? wink wink nudge nudge.

In all seriousness, the visuals and animations in this are great. I thought the art in Grove we're perfectly fine, but after seeing how the great art and animations compliment the excellent writing, I can't say I'm jealous Grove didn't have this level of visual quality 

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