While I like the approach of this game. I think the mouse and keyboard combat is a touch janky for this kind of game. I would rather have throwing objects be based on what way I'm facing rather then where I'm pointing with my mouse. That, and only having three throwing objects is rather limiting. Maybe being able to pick missed throws up would help.
The standard attack is okay but the reach seems a touch short and I feel like my attacks aren't connecting a lot when they probably should.
Another thing I suggest is to display what materials I have for crafting items in their respective lists. Having to check what I have for every item is a bit annoying. It should probably say I have 5 our of 5 of whatever item or something listed next to the requirements.
Last thing is your movement speed. It's honestly too slow for this kind of game and I find myself hitting space a ton just to get moving faster. The dash itself should be like twice as fast and the movement should be near the dash speed. The enemies can be faster too to compensate. It just makes it feel like the game is playing at half speed or something with how slow you move currently.
EDIT: I think the lizard slime/fireball noise is rather loud too compared to everything else in the game.
I noticed if you spam M1s too fast that the hits don't register, slow down and they will register. I think it's because of the HUD that pops up after hitting something.
First of all, I think the tutorial is really well done! It's intuitive and explains the mechanics of the game really well!
As for the combat scenes, they're pretty well done, and the fact that they're different depending on the enemy means that you can take a different approach each time.
As for the lewd scenes, they're really, really hot and well done too! It's a pity we're only allowed two mistakes, though. The same goes for the storage space at the start, which is too small. I think increasing the character's storage space from 10 to 15, for example, would be a better idea, especially when you're collecting lots of items and exploring.
Anyway, the game is really excellent! And I can't wait to see what happens next with this new project!
All I have to say is, wonderful work! I've kept up with grove for a while and enjoyed every second of it. I will surely be doing the same with this one, you guys are so talented! I like how the combat style is different than groves but still fun to play. If I could give something higher than 5 stars, I would.
Hello, game looks good, much like ur previous one.
One issue that i ran into and i don't see any comments on it, is that the game screen freezes at random, i can hear the character moving but the image is frozen.
If you are tabbing in and out or have a lot of stuff going on in the background, or just running a lower memory computer, that could be the cause. This is an issue with RPG Maker in general, I'm afraid... it can end up freezing if it's put in the background or otherwise clicked out of or just has a lapse in memory.
Just like Jasse85 reported, the game freezes. I have 32GB of memory. This is the first time i had any problems you mentioned with rpg maker. Grove game ran just fine, either in Linux or Windows.
Antes que nada, es un muy buen demo, se ve que el juego tiene una buena dirección, y que realmente se desea hacer algo interesante con el; quiero felicitarlos, pues el primer contacto tiene muchos puntos positivos: *Un gameplay divertido. *Da la esencia de un juego de exploración *El arte y las animaciones igual son buenas para ser un demo.
Se que al juego le hace falta mucho para que quede terminado, y espero que puedan tomar estas criticas como consejos para que se mejore el juego y sea mucho mejor de lo que ya es.
1.- El crafteo es bastante rudimentario, pues a pesar de indicarme cuantas existencias necesito de cierto elemento, no me aparece en el mismo menu cuantas existencias tengo ya en ese momento del mismo, y muchas veces me tenia que salir del menú de crafteo para abrir mi inventario o revisar el cofre para ver cuantas existencias tenia.
2.- El combate se siente algo rígido, muchas veces presionaba click derecho y aunque tuviera stamina no se lanzaba el ataque, y tampoco tenia un área de ataque clara, a veces sentia estar suficientemente cerca para hacer daño, pero sin embargo no lograba hacertar ataques.
3.- El mapa cambiante, cuando volvía de cada expedición el mapa solía cambiar, la primer zona y la tercera cambian, y aunque logre intuir que estas cambiaban en base a mi progreso, nunca supe exactamente como se hacia el cambio o si era aleatorio, es algo confuso a decir verdad, además que muchas veces tenia que entrar y terminar inmediatamente la expedición pues necesitaba cierto material que se encontraba en una zona especifica que podría no aparecer.
4.- Dropear material, creo que esta función es demasiado importante, y por mas que intente, no me dejaba tirar materiales que ya no necesitaba, pues rápidamente se llenaba el cofre de almacén, y deseaba tirar todo aquel material que ya no necesitaba, pero no podía, y me tenia que resignar a guardar todo lo que si fuera a ocupar, y llevarme todo lo que deseaba tirar a una exploración para hacer un gameover y así se eliminaran de mi inventario.
5.- Como ultimo punto pondría que seria muy genial que pusieran ya sea un mapa, o una descripción de la zona y que material se puede encontrar en la misma, porque por mas que intente no logre terminar de craftear todo lo disponible, porque no sabia donde estaba aquello que me hacia falta.
Espero que mi voz sea escuchada y puedan tomar estas observaciones como consejos para mejorar, se que solamente soy un jugador más, pero, les deseo mucha suerte con el proyecto, se que pueden llegar muy lejos :D
Gracias por tu comentario.Con respecto al número 4, puede usar el 'Item Burner' en su bolsa para destruir artículos.Espero que eso ayude.Gracias de nuevo por jugar.Esperamos hacer muchas mejoras si continuamos desarrollando este juego.
In a world of sub-par, cash-grab porn games, GroveDev brings us what might just be the two best NSFW games on Itch.io, both still in development, but still amazing, and showing lots of promise
Amazing game! I felt like the tutorial was a little slow (but probably necessary), but i think the RNG of areas, crafting, and fighting are all solid. Not sure what to suggest. I think I did expect the dash to be good for navigating more quickly or flash-stepping through enemies and was surprised to find neither. Still, I loved the game demo and Grove and I'm excited to see anything you guys put out! Fantastic content as always! <3
after playing it, well its on the high end of mixed in its current state. i'll start with the good.
Art is VERY high quality, the procgen altering prior areas is a plus too giving slight replay to areas that have already been cleared in the demo this was revealing items kudos nice system and it ties into the time units style sytem well. the movement system is nice too seems to be either a refinement or port of the jump runes from grove mixed with a dash alowing a masterful player to quickly avoid harm and perhaps position themself to do more... ie not me because i stink at action rpg combat unless its like zelda. the fact the attack can be aimed is nice too allows for attacking around a corner in select instaces such as anyplace with poles.
now we come to the rough bits.
firstly the crafting system. nice idea it really is but with the semi random nature of level generation and annother problem i will list later it can make finding ingredents troubblesome. let alone inducing mild paranoia do i throw this rusty scrap away? what if its needed for annother item later? then i got to go grind it again if i can...
now onto the secound problem... its hard to tell sometimes what is a collectable, or a trap, from setpeices. i wont lie it took me 4 attempts to figure out what tree gave the vine i was needing for the pickaxe as most the trees in the area apeared to have vines but i could not collect them. then i bumbled into the right tree and found it spawns gurrenteed near the ruins.
third this is a mild nitpick but might balloon into an issue of its own later, the quick time event either isnt quite honist with the player... or something is eating imputs. i found instead of mashing matching the buttions that are flashing works a bit better.
this last ones just a small nutral bit i noticed you may be interested it seems the players attack animation and its hurtbox dont quite match up, i used this to allow me to kill the ruin guardians that charge at you at minimal risk by just barely staying in front of them and attacking in their direction alowing them to walk into it. i have no idea if this is intended so i thought to report it in case.
I like the main concept, but the game isn't as good as it could be. First off the art is amazing. It looks amazing and with a very cohesive aesthetic. The full art is just as amazing as in Grove. There isn't much story to be found, but the lewd scenes are pretty damn good.
However the gameplay is where the game falters...
The game is very melee dependent, because you run out of feathers (ranged ammo) quick, and the feathers do pitiful damage for the restriction of only carrying three per run. Melee therefore is the main interaction with enemies, which isn't too great, because enemies sometimes respond to your attacks by showing an emotion and becoming invincible. On top of that, battles are a slog with enemies requiring at least ten hits from up close to go down.
When you finally grind to get the bowgun however, the game becomes trivial. You can just shoot a bunch at enemies balanced for melee, and reload after each shot keeping your bowgun topped off, because reloading isn't committal.
Another aspect to the game is resource gathering. This system is incredibly restrictive. It took me about an hour to get the first piece of equipment, because materials are tied to a room and randomized. that isn't too bad, but your inventory space is quite cramped. Ok, that's tedious, but your storage space fills up almost as fast as well! I had to throw out a ton of stuff, check the recipe, note what I was missing and throw as much stuff into storage again and try to find a room with the missing materials.
There is the basis of a good game here in the 0.1 version, but the player is inconvenienced at many turns, leading to a bunch of unnecessary busywork. Secondary inventory space is cramped, leading to a ton of wasted time. Fights would also need a lot of balancing, considering the time it takes to take down enemies, and the overpowered bowgun.
I've really liked playing through the demo and i definitely think this project has potential! I have a few pieces of feedback to share though, and one of those is that while it's a novel concept, attacking using your mouse can definitely be rough while dodging if you're using a laptop and have no mouse availabe, so i think adding an option to let the player map their controls to their liking could go a long way in making the combat feel smoother and more accessible. Maybe allowing the player to map the attack to one of the keyboard keys and have Kivuli only attack what's directly in front of him could be an easy solution.
Also maybe adding an option to skip through the dialogue faster could make retries a lot less grueling for the players, so i think that could be worth considering for future builds as well.
Other than that though, i absolutely love what's in the demo. The sprite work is beautiful, and i've loved the addition of animated aspects in the nsfw scenes to make them feel more dynamic. I hope Grove takes notes from this aspect of the nsfw scenes, but it'd be understandable if it didn't. Great quality all around.
EDIT: Additonally, while i don't want to give too harsh a judgement on the other mechanics as this is a demo, i definitely don't think the storage system is the best it could be. Not being able to bring a certain amount of items to your expeditions is okay, but the chest being so cramped this early on feels unnecessarily restrictive, as item amount counts towards chest space. I get that this game is about resource management, but the way it is now, it's too inconvenient for it to be enjoyable in my opinion. I think it would be a major improvement if each item were to occupy it's own space in the chests and stacked items didn't add to that specific item's space, as this just feels like an unnecessary restriction, and maybe adding a craftable chest would make this system more fun, but as of right now, there's too many inconveniences to this system for it to reach it's full potential in my opinion.
My biggest current feedbacks (may come back and lead more) is that the hitbox on the main attack is hit or miss, there isn't always a guarantee that your slash will proc damage. I'm not sure if this is intentional or if the hitbox is just wonky - as sometimes it hits when I'm directly in front of an enemy and sometimes it hits when I'm to the side and in front of an enemy.
That and also I would for consecutive defeats to the same enemy in one expediction, have alts and variants to the fluff text (not the animation, that can stay the same), in order to make it not only worth reading again but also fit with the flow of having already been defeated by that foe once. Alongside that, an option to skip a cutscene like that on the off chance you were trying really hard to win and accidentally got got would help reduce some frustration for players.
Congrats on the release! I'm going to play it today, I'm sure it's gonna be a fun time.
For anyone on the fence about RegalBuster's work, a YouTuber called chapomon made a very thoughtful impression video of Grove. Hopefully it can show you how worth of your time his games are.
This has a lot of vibes with that other game Grove! Checking it out if it's as good! Edit: Took me a second to figure out it IS from the Grove devs lmao. Anyway I love it overall and regarding feedback I have a few.
1) All feedback about inventory has been said. Base inventory should at least have a hundred or unlimited space OR same items should stack and not count as +1 2) Though I love the though behind the hot bat/bird cutie profile at the side, I find it a bit distracting (and not in a good kind HAHA). I hope it completely goes away when toggled not just decreased opacity. Heck, maybe a smaller version of it at the bottom left would be better and allow us to enlarge it later. 3) Attack animation is quite hard to see or check where the range is at first, I'm not a fan of these types of press to attack games for that reason but I found some games would use a nifty attack indicator. Maybe use the cursor to check if it will hit or something? 4) Allow crafting even if item is in the storage, and also show how much more is needed to craft an item. This QOL goes a long way
That's it for now. good luck grove devs! awesome job as always
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.
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.
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.
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
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 :])
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).
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!
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~
- 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!
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.
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.
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!
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.
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will there be a Mac demo?
That's a nice looking Nargacuga, i loved grove and this game demo is pretty good
While I like the approach of this game. I think the mouse and keyboard combat is a touch janky for this kind of game. I would rather have throwing objects be based on what way I'm facing rather then where I'm pointing with my mouse. That, and only having three throwing objects is rather limiting. Maybe being able to pick missed throws up would help.
The standard attack is okay but the reach seems a touch short and I feel like my attacks aren't connecting a lot when they probably should.
Another thing I suggest is to display what materials I have for crafting items in their respective lists. Having to check what I have for every item is a bit annoying. It should probably say I have 5 our of 5 of whatever item or something listed next to the requirements.
Last thing is your movement speed. It's honestly too slow for this kind of game and I find myself hitting space a ton just to get moving faster. The dash itself should be like twice as fast and the movement should be near the dash speed. The enemies can be faster too to compensate. It just makes it feel like the game is playing at half speed or something with how slow you move currently.
EDIT: I think the lizard slime/fireball noise is rather loud too compared to everything else in the game.
I noticed if you spam M1s too fast that the hits don't register, slow down and they will register.
I think it's because of the HUD that pops up after hitting something.
I already realized that, but it's not the speed. It's like the hitbox is weird.
I can’t wait to play! I loved Grove
First of all, I think the tutorial is really well done! It's intuitive and explains the mechanics of the game really well!
As for the combat scenes, they're pretty well done, and the fact that they're different depending on the enemy means that you can take a different approach each time.
As for the lewd scenes, they're really, really hot and well done too! It's a pity we're only allowed two mistakes, though. The same goes for the storage space at the start, which is too small. I think increasing the character's storage space from 10 to 15, for example, would be a better idea, especially when you're collecting lots of items and exploring.
Anyway, the game is really excellent! And I can't wait to see what happens next with this new project!
W
In your Pouch, in the Utilities tab, there's an Item Burner
All I have to say is, wonderful work! I've kept up with grove for a while and enjoyed every second of it. I will surely be doing the same with this one, you guys are so talented! I like how the combat style is different than groves but still fun to play. If I could give something higher than 5 stars, I would.
Hello, game looks good, much like ur previous one.
One issue that i ran into and i don't see any comments on it, is that the game screen freezes at random, i can hear the character moving but the image is frozen.
If you are tabbing in and out or have a lot of stuff going on in the background, or just running a lower memory computer, that could be the cause. This is an issue with RPG Maker in general, I'm afraid... it can end up freezing if it's put in the background or otherwise clicked out of or just has a lapse in memory.
Just like Jasse85 reported, the game freezes. I have 32GB of memory. This is the first time i had any problems you mentioned with rpg maker. Grove game ran just fine, either in Linux or Windows.
Going to see if we can push out a small patch tomorrow to address these freezes.
Thank you very much :)
how do you get the reactive piece? so far I haven't found it or do you have to convert the unnatural metal?
Only that last item is missing, because I still couldn't find it.
I already have the crossbolt, however, I miss the feathers. the feathers could be the kivuli's special ability.
The reactive piece can be found in small wooden chests. There's a rather low chance of it popping up, though.
Antes que nada, es un muy buen demo, se ve que el juego tiene una buena dirección, y que realmente se desea hacer algo interesante con el; quiero felicitarlos, pues el primer contacto tiene muchos puntos positivos:
*Un gameplay divertido.
*Da la esencia de un juego de exploración
*El arte y las animaciones igual son buenas para ser un demo.
Se que al juego le hace falta mucho para que quede terminado, y espero que puedan tomar estas criticas como consejos para que se mejore el juego y sea mucho mejor de lo que ya es.
1.- El crafteo es bastante rudimentario, pues a pesar de indicarme cuantas existencias necesito de cierto elemento, no me aparece en el mismo menu cuantas existencias tengo ya en ese momento del mismo, y muchas veces me tenia que salir del menú de crafteo para abrir mi inventario o revisar el cofre para ver cuantas existencias tenia.
2.- El combate se siente algo rígido, muchas veces presionaba click derecho y aunque tuviera stamina no se lanzaba el ataque, y tampoco tenia un área de ataque clara, a veces sentia estar suficientemente cerca para hacer daño, pero sin embargo no lograba hacertar ataques.
3.- El mapa cambiante, cuando volvía de cada expedición el mapa solía cambiar, la primer zona y la tercera cambian, y aunque logre intuir que estas cambiaban en base a mi progreso, nunca supe exactamente como se hacia el cambio o si era aleatorio, es algo confuso a decir verdad, además que muchas veces tenia que entrar y terminar inmediatamente la expedición pues necesitaba cierto material que se encontraba en una zona especifica que podría no aparecer.
4.- Dropear material, creo que esta función es demasiado importante, y por mas que intente, no me dejaba tirar materiales que ya no necesitaba, pues rápidamente se llenaba el cofre de almacén, y deseaba tirar todo aquel material que ya no necesitaba, pero no podía, y me tenia que resignar a guardar todo lo que si fuera a ocupar, y llevarme todo lo que deseaba tirar a una exploración para hacer un gameover y así se eliminaran de mi inventario.
5.- Como ultimo punto pondría que seria muy genial que pusieran ya sea un mapa, o una descripción de la zona y que material se puede encontrar en la misma, porque por mas que intente no logre terminar de craftear todo lo disponible, porque no sabia donde estaba aquello que me hacia falta.
Espero que mi voz sea escuchada y puedan tomar estas observaciones como consejos para mejorar, se que solamente soy un jugador más, pero, les deseo mucha suerte con el proyecto, se que pueden llegar muy lejos :D
Gracias por tu comentario. Con respecto al número 4, puede usar el 'Item Burner' en su bolsa para destruir artículos. Espero que eso ayude. Gracias de nuevo por jugar. Esperamos hacer muchas mejoras si continuamos desarrollando este juego.
GroveDev just doesn't miss
- Sexy artwork
- Just the right kinks
- Solid combat
- Interesting and fun gameplay
In a world of sub-par, cash-grab porn games, GroveDev brings us what might just be the two best NSFW games on Itch.io, both still in development, but still amazing, and showing lots of promise
Amazing game! I felt like the tutorial was a little slow (but probably necessary), but i think the RNG of areas, crafting, and fighting are all solid. Not sure what to suggest. I think I did expect the dash to be good for navigating more quickly or flash-stepping through enemies and was surprised to find neither. Still, I loved the game demo and Grove and I'm excited to see anything you guys put out! Fantastic content as always! <3
Will this game be able to be played off of mac in the future?
after playing it, well its on the high end of mixed in its current state. i'll start with the good.
Art is VERY high quality, the procgen altering prior areas is a plus too giving slight replay to areas that have already been cleared in the demo this was revealing items kudos nice system and it ties into the time units style sytem well. the movement system is nice too seems to be either a refinement or port of the jump runes from grove mixed with a dash alowing a masterful player to quickly avoid harm and perhaps position themself to do more... ie not me because i stink at action rpg combat unless its like zelda. the fact the attack can be aimed is nice too allows for attacking around a corner in select instaces such as anyplace with poles.
now we come to the rough bits.
firstly the crafting system. nice idea it really is but with the semi random nature of level generation and annother problem i will list later it can make finding ingredents troubblesome. let alone inducing mild paranoia do i throw this rusty scrap away? what if its needed for annother item later? then i got to go grind it again if i can...
now onto the secound problem... its hard to tell sometimes what is a collectable, or a trap, from setpeices. i wont lie it took me 4 attempts to figure out what tree gave the vine i was needing for the pickaxe as most the trees in the area apeared to have vines but i could not collect them. then i bumbled into the right tree and found it spawns gurrenteed near the ruins.
third this is a mild nitpick but might balloon into an issue of its own later, the quick time event either isnt quite honist with the player... or something is eating imputs. i found instead of mashing matching the buttions that are flashing works a bit better.
this last ones just a small nutral bit i noticed you may be interested it seems the players attack animation and its hurtbox dont quite match up, i used this to allow me to kill the ruin guardians that charge at you at minimal risk by just barely staying in front of them and attacking in their direction alowing them to walk into it. i have no idea if this is intended so i thought to report it in case.
How come when i stuck in vines or plants and i press left and right continuously but it doesnt work? Or maybe i accidentally skipped anything?
I like the main concept, but the game isn't as good as it could be. First off the art is amazing. It looks amazing and with a very cohesive aesthetic. The full art is just as amazing as in Grove. There isn't much story to be found, but the lewd scenes are pretty damn good.
However the gameplay is where the game falters...
The game is very melee dependent, because you run out of feathers (ranged ammo) quick, and the feathers do pitiful damage for the restriction of only carrying three per run. Melee therefore is the main interaction with enemies, which isn't too great, because enemies sometimes respond to your attacks by showing an emotion and becoming invincible. On top of that, battles are a slog with enemies requiring at least ten hits from up close to go down.
When you finally grind to get the bowgun however, the game becomes trivial. You can just shoot a bunch at enemies balanced for melee, and reload after each shot keeping your bowgun topped off, because reloading isn't committal.
Another aspect to the game is resource gathering. This system is incredibly restrictive. It took me about an hour to get the first piece of equipment, because materials are tied to a room and randomized. that isn't too bad, but your inventory space is quite cramped. Ok, that's tedious, but your storage space fills up almost as fast as well! I had to throw out a ton of stuff, check the recipe, note what I was missing and throw as much stuff into storage again and try to find a room with the missing materials.
There is the basis of a good game here in the 0.1 version, but the player is inconvenienced at many turns, leading to a bunch of unnecessary busywork. Secondary inventory space is cramped, leading to a ton of wasted time. Fights would also need a lot of balancing, considering the time it takes to take down enemies, and the overpowered bowgun.
I've really liked playing through the demo and i definitely think this project has potential! I have a few pieces of feedback to share though, and one of those is that while it's a novel concept, attacking using your mouse can definitely be rough while dodging if you're using a laptop and have no mouse availabe, so i think adding an option to let the player map their controls to their liking could go a long way in making the combat feel smoother and more accessible. Maybe allowing the player to map the attack to one of the keyboard keys and have Kivuli only attack what's directly in front of him could be an easy solution.
Also maybe adding an option to skip through the dialogue faster could make retries a lot less grueling for the players, so i think that could be worth considering for future builds as well.
Other than that though, i absolutely love what's in the demo. The sprite work is beautiful, and i've loved the addition of animated aspects in the nsfw scenes to make them feel more dynamic. I hope Grove takes notes from this aspect of the nsfw scenes, but it'd be understandable if it didn't. Great quality all around.
EDIT: Additonally, while i don't want to give too harsh a judgement on the other mechanics as this is a demo, i definitely don't think the storage system is the best it could be. Not being able to bring a certain amount of items to your expeditions is okay, but the chest being so cramped this early on feels unnecessarily restrictive, as item amount counts towards chest space. I get that this game is about resource management, but the way it is now, it's too inconvenient for it to be enjoyable in my opinion. I think it would be a major improvement if each item were to occupy it's own space in the chests and stacked items didn't add to that specific item's space, as this just feels like an unnecessary restriction, and maybe adding a craftable chest would make this system more fun, but as of right now, there's too many inconveniences to this system for it to reach it's full potential in my opinion.
My biggest current feedbacks (may come back and lead more) is that the hitbox on the main attack is hit or miss, there isn't always a guarantee that your slash will proc damage. I'm not sure if this is intentional or if the hitbox is just wonky - as sometimes it hits when I'm directly in front of an enemy and sometimes it hits when I'm to the side and in front of an enemy.
That and also I would for consecutive defeats to the same enemy in one expediction, have alts and variants to the fluff text (not the animation, that can stay the same), in order to make it not only worth reading again but also fit with the flow of having already been defeated by that foe once. Alongside that, an option to skip a cutscene like that on the off chance you were trying really hard to win and accidentally got got would help reduce some frustration for players.
Congrats on the release! I'm going to play it today, I'm sure it's gonna be a fun time.
For anyone on the fence about RegalBuster's work, a YouTuber called chapomon made a very thoughtful impression video of Grove. Hopefully it can show you how worth of your time his games are.
This has a lot of vibes with that other game Grove! Checking it out if it's as good!
Edit: Took me a second to figure out it IS from the Grove devs lmao.
Anyway I love it overall and regarding feedback I have a few.
1) All feedback about inventory has been said. Base inventory should at least have a hundred or unlimited space OR same items should stack and not count as +1
2) Though I love the though behind the hot bat/bird cutie profile at the side, I find it a bit distracting (and not in a good kind HAHA). I hope it completely goes away when toggled not just decreased opacity. Heck, maybe a smaller version of it at the bottom left would be better and allow us to enlarge it later.
3) Attack animation is quite hard to see or check where the range is at first, I'm not a fan of these types of press to attack games for that reason but I found some games would use a nifty attack indicator. Maybe use the cursor to check if it will hit or something?
4) Allow crafting even if item is in the storage, and also show how much more is needed to craft an item. This QOL goes a long way
That's it for now. good luck grove devs! awesome job as always
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.
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.
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.
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
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 :])
agree on point 13. survival mechanics often get tacked on and feel as such...
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).
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!
so, what kinda dub con are we talking about? is it mental alterations like hypno/pharamones or more along the blackmail style route?
Mental alterations.
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:
I disliked the:
Random feedback:
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~
- 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
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~!
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.
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!
really nice game
but i dont like the human dick
Your loss
for a demo, this was hella fun <3
Thanks!
oh I think it's a challenge to my English.
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.
Perfect timing I was thinking abou you ...
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?
Likely not at this stage!
- RegalBuster
Finally a long waiting NSFW game as high quality as this, have my forever support <3