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(+2)

One thing that I think would help is to make the tutorial boss a bit easier to beat. or to make the game more friendly to people using a laptop without a wireless mouse.  

(+1)

I enjoyed the demo. I think it would be nice if you could select which starting screen you were going to get; I ended up in a place where I had plenty of every resource but sticks and bark, which meant that I had to just keep reloading the stream until I got the screens with bark/sticks. It felt extremely grindy to me but that was probably just because I couldn't find bark or sticks for a long time.

(+3)

I'm liking what i'm seeing so far from the demo. It's right up my alley. Art is awesome like always too.
Only "complaints" i really have is stuff that has probably been mentioned before:
- Inventory is small though i'm guessing if the game gets expanded there will be ways to craft backpacks or increase is. If that is the case 10 slots is good to start out with. Gives reason to craft more item space.
- The storage crate in the base should either have more space or be unlimited, and for the sake of ease it would be good if it's tied to the inventory for crafting so that you don't have to exit out, collect everything you need from the crate, and then go back into the crafting bench for everything you want to craft.
- On the topic of crafting and again for the sake of ease, it would be helpful if there is a way to pin crafting recipes to the side of your screen so you can see which material and how many you need while out on an expedition.
- I was surprised to see that traps, like the rope in the tutorial and the old rope and cuffs trap in the temple, couldn't be activated when already partly trapped. Especially the trap in the temple really looked like it could be stepped in again to further restrain you and make it even harder.
- Also i don't know if it's planned in case the game gets expanded but it would be nice to see a way to strengthen your willpower so you can take 3 or 4 "hits" before your will breaks.
- Another thing that would be fun to see is enemies having grapples you have to break out from, maybe if they attack you from behind. Perhaps some enemies that throw rope traps which you then have to fight out of before they get too close.

Other than that i really like the game so far and i'm excited to see what comes if it gets continued.

(+1)

Demo is really solid! Love how smooth and polished it feels in many aspects.

Sadly I were unable to start the Linux version without some tweaks, so here is a small workaround for Linux users who have similar issue (

[FATAL:spawn_subprocess.cc(221)] posix_spawn: Permission denied (13))

Some file be it library or other executable does not have correct permissions (perhaps due to extracting from .zip losing permission information?). Just run `$ chmod -R +xr .` in extracted folder and should be good to go. All that said, I'm incredibly thankful to developers for creating Linux builds <3

(2 edits) (+3)

I like the game a lot, but there are a lot of improvement that can be made, here are my suggestion:

1. The inventory is too small, I know its an extraction game and inventory management is a core part but its is still too small, both on character and at home, I suggest having pouch and chest upgrade that use the mats though out the game

2. Inventory tab is frustrating to use, you have to confirm click tab like equipment, item and such, it's kinda annoying

3. Crafting. you can only view one at a time and there is no back out button. You also have to manually keep track mats you need to collect to craft

4. The rammer hits frequently and hit hard, I discover that you can actually kite these enemy because your slashing hitbox stay where you where even if you move. So if you slash while moving away from the rammer, they can never touch you due to being hit stunned

5. The gecho range and duration is infinite after you agroo it, they will not stop shooting were ever you are or even if you have gone to a different area

6. Mats like iron bush are rare, you can be in rng hell and keep getting stages without it, I suggest implementing a code that make stages somewhat rotate when loading a map, this can both prevent mats being rare and make the map more unique each run

7. There is no unique scene for being caught again by the gecco and the rammer.

8. The chain in the dungeon neither punish you for being caught the second time nor give you unique scene, there is a lot of potential for this thing

9. The vine give you clothe to rip of if you don't have any on (don't ask me why I know this) 

10. Not having cloth on mess up the character illustration a bit

11. The night time isn't that menacing cause it doesn't pose any danger cause: 1. You can easily explore the whole map with tons of time left and 2. You doesn't get punish at all. I suggest making the day time short and the night time super long, the enemies get giga buff at night, drop better loot like gear and consumable weapon like throwing knife, you get limited vision and some extra scene at night. This make the night actually scary but still worth to go though

12. If you turn of the game, the system ask to make some change to your files, if you click no, you will loose everything. (my 1h 50m gameplay). Also there is no save button

13. Please don't add thirst or hunger, its suck.


As I said, I like this game a lot, this game is really fun and have a lot of potential even in this stage. I'm really looking forward to future updates and release (and fan service :])

(+1)

agree on point 13. survival mechanics often get tacked on and feel as such... 

(+1)

We most likely won't add in additional resources like Hunger and the such, don't worry haha. We're not exactly trying to create a survival game...!

- Regalbuster

I think they should bet on Prowler as a roguelike or a survivalhorror. It has a dark theme in some very interesting maps. (yes, I think some maps do have dark themes).

(+1)

Yo Grove Devs,

Love the look of the new game. Looking forward to further iterations of this, if it happens.

If there's one thing I'd want to see, it's probably some kind of grapples mid battle (like Grove), though I get it's a little different with a real-time game like this.

Anyway, even if this is all we get, it's a nice side project, for sure!

(+1)

so, what kinda dub con are we talking about? is it mental alterations like hypno/pharamones or more along the blackmail style route?

(+2)

Mental alterations.

(+4)

I loved the demo. It's almost a roguelike, but not at the same time. It's nice.

Though moving on, I'd like to list things I liked and disliked.

I liked the:

  • location permanence; roguelikes are not my thing due to its complete RNG for stages. the first stage, however, has a fixed location past the 'first' part of the stage and the 'last' part of the stage. it felt nice having guaranteed mini heals and having a familiar place always pop up.
  • the resource gathering! i like picking the berries, i like picking up the flint, i like killing anything with a hint of sentience and loot their dead bodies.
  • the crafting, even though there's only one craftable at the moment.
  • the art! it's pretty nice, and i'm excited for the future 'scenes'.

I disliked the:

  • ironbush sticks. they're surprisingly hard to find. i don't remember any other bushes being present anywhere other than the stream where you have to jump across deep water upon embarking on an expedition. can i have one more bush in at least 2 or 3 of the rng maps.
  • the range of the melee attack. the animation travels farther than its actual hit box.
  • accidentally expending a spike before an expedition, and not having three spikes for said expedition. it's more on me but i'd like to have three again once i depart.
  • those things in the temple. they deal a lot of damage for something so fast.

Random feedback:

  • idk why the chameleon-lizard's aggro is permanent. i'd attract their aggro, run past them while they spit at me; they spit even when i'm no longer in their line of sight.
  • i want some way of disposing of looted items, whether it be from inside my inventory during an expedition or while sorting out my chest back at the camp.
  • speaking of camp chest, i think it'd be better if it had five more spaces at default. 
  • make the default carry-able weight five points higher. it's a bit of a pain having 4 sticks, 3 berries then some object weighing 3 points; i feel severely limited with what i can loot during runs.

That's all I have to say! I like the demo end, too; it's definitely a classic storytelling technique if I've ever seen one, yet very effective nonetheless! Can't wait for Grove and Prowler's next updates~

(+1)

- You can dispose of items by using the 'Item Burner' in your Utilities pocket.
- Resting in your bed will regenerate your spikes if you happene to waste any at camp.
- There's plans to craft upgrades to increase your stash and pouch sizes, should we continue with this demo.

Nevertheless, thanks a lot for the feedback! Very much appreciated, and glad you seemingly enjoyed your time with it!

Finally , a good quality game with sexy anthro

(+1)

Thank you very much!

(you should check out our other project, GROVE, if you haven't already~!)

Very good quality as always from the Grove Devs

Thank you kindly~!

(+2)

Man, I had just seen the game and didn't even pay attention because of Nika's Hype in OP. Then I looked again and saw that I had the finger of the Team Grove people, I just favorited and downloaded the game.

I played the game a little and I don't know if it's my PC that is crying out for "help" or if the menu and some parts of the game's dialogue are buggy because it's still in V0.1, because the text doesn't appear, but has interaction.

I'm going to play the game better on Tuesday, but I can already say 2 things:

1st Prowler in terms of combat and interaction with the world is very unique compared to other RPG's that we have on the market. I feel like I'm playing The Binding of Isaac which uses that same combat.

2nd With the Content presented to us, Prowler has the potential to be Grove's sequel/successor.

I would really like to see in some moments of Prowler or Grove them meeting and fighting each other like in a Final Boss of each game. Imagine us Building the Grove Build focused on magic and the "Prowler's game" uses the "Grove's game" save when we face Grove as a Prowler or Vice Versa.

And to complete I have great expectations about this game, too bad the tutorial was a little slow. I think that just a few boards with information for us to read the game tutorial would have been simpler than mixing the forced tutorial in the middle of the gameplay, otherwise it's very good to play.

Thank you very much. Grove for more of this game, I'm looking forward to Grove V0.4 and Prowler V.02.

(+2)

Thanks a lot for the praise! It's undecided if we are going to continue with Prowler, but positive feedback like this gives us plenty of motivation and reasons.

Just keep going!!! a question does your Patreon accept PIX? I would really like to contribute to the development of games, but Dollar breaks me. XD

Ah, we don't have a Patreon I'm afraid. If you want to donate, maybe you can use the direct donation link on the page! You should be able to see a conversion from your currency into Dollars!

(+1)(-7)

really nice game 

but i dont like the human dick

Your loss

(+1)

for a demo, this was hella fun <3

Thanks!

oh I think it's a challenge to my English.

(+4)

Oh my another game from Grove Devs, what a delight.

Lets get right to it!

Hope you enjoy(ed)!

It is a pretty darn good demo. 

It has Groves charming visuals and the character expressions I love so much in your games but its a completely different style with the new combat and you being able to craft with materials you gathered.

Its quite good and does have a interesting premise I would however possible suggest something similar to Groves Dream Grapple Tutorial where if you can fail and get a wet dream with Grove waking up so something similar could be done if you fail repeatedly. 

For quality of life allowing crafting to be done not only with the items in your inventory but also those stored in the Stash at home would be nice and highlighting which items you have the materials for and for which you dont also save some time and you needing to check constantly if you can make this or not.

Another thing I would suggest making the MCs model on the right a little smaller, make it only visible once you open up your menu or allow for the "Hidden Portrait Image" to maybe remove it completely from view as it was a little distracting for me even in the Hidden mode.


I did however notice a visual error while playing. In the dream you have a Leather? Metal? Gauntlet like euipment on the MCs hand but if you set off the rope trap the MC moves his hand yet the Gauntlet doesnt change positions and is just flying in the air until you either fail to free yourself or succeed.

Noted on all accounts. Thank you for the feedback. We'll definitely take this into consideration, IF we continue with this project.

(1 edit) (+3)

Perfect timing I was thinking abou you ...

(+6)

another game from the people who made GROVE would definitly give it a play, if its anything like GROVE i have high hopes for this game :D

Hope you enjoy(ed)!

Is this game going to be available on Steam someday by any chance?

(+4)

Likely not at this stage!

- RegalBuster

(1 edit) (+4)(-2)

Finally a long waiting NSFW game as high quality as this, have my forever support <3

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