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How does one save

The game autosaves after every day. You can manually save by resting at your bed at camp.

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appreciate it! wasnt sure how to do it manually XD

The review is as follows, nothing is clear yet, but it is very interesting

My home stash size is still 25 in v0.11

Due to the nature of the plugin, you will need to use a new save in order for the stash size to change. We'll look into a way to circumvent this in the future, sorry...

- RegalBuster

The game is great and fun! The gameplay loop has been a good experience so far. The implementation of traps in the map are a very nice touch, and the captured mechanic is really fun. Definitely looking forward to more updates if it gets worked on. Thanks for the work and effort you guys put in this game!

Oh, and can I ask you a question? Are the events in this game in the same world as Grove? It's just that our main character's camp is very similar to one of the locations in Grove

This game is set in its own world, and has no relation to Grove at this time! 

- RegalBuster

But these coincidences are so tantalizing. It's like you're teasing us XD
And the idea of piercings and bracelets is great, hopefully something like that will appear in Grove as well

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its such a good game please make this into a full game!!!

It's not good when the game doesn't allow us to save at any point. I suggest you reconsider that decision

Doesn't the game automatically save when you return to camp?

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The game will automatically save after each expedition, otherwise you can manually save using the bed. The reason why we've disabled saving at any one location is that it can easily break the balance and map generation functionality of the game.

- RegalBuster

Hey! Another amazing game from you!

Spent about two hours to do everything, loved the sexy scenes and the action. I love the animations and how the portrait on the screen reflects things like traps, equipment and other effects. Also, the switch to action is interesting, i like it, wanna see how you will be adding the sexy peril in it like you did with Grove's grappling system.

As the game is just starting, I don't have many comments, just wanna see where you will be taking the game, although the gameplay loop is a bit strange with the limitations, but I can understand why you choose it to be like that.

BUT, I would like to suggest some quality of life features:

1- A fast access to the item burner, maybe a quick button like the documents case in Grove.

2- A Key config mode, really missed something like this, was struggling to use some actions like the dash or sometimes shooting a ranged attack by mistake.

3- A Gallery feature to check some scenes quickly, like the rope net trap who is only in the tutorial and cant be seen on the regular game.

Anyway, I wish all the success to you! Left a 5-star rating to you too!

Very good game, i like the replayability element, I hope there will be more such elements in the next versions.

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This is a really good game! I really hope theres a bad ending in the tutorial like grove in the future! 

In my opinion, being trapped while you go down to the boss could be a good bad ending!

You are simply geniuses!Who needs EscapeFromTarkov when u have this!

The only thing that's more enjoyable than my favorite author creating RPG games is that he started creating ACT games!

ACT games?

I'd love to try out the new demo. Any idea if/when it will be ported to MacOS?

(+2)

More testing required... might be a little while I'm afraid.

It's okay, take all the time you need. Your work is always amazing! 😁

Grove devs you've done it again. Already love this game as much as I loved your last one. Already feels very polished, art is amazing, and the systems in the game look very promising as to what will be included in future. I do have some suggestions for improvements moving forward however;

1. First, with a limited carry weight it would be a good idea I think to be able to drop/destroy items. It can be annoying to find an item that I want to take, but I'm unable to clear space in my inventory to pick it up, so I'm forced to abandon it.

2. Adjustments to either material spawns, material count on collection, or material requirement in crafting. Craft require a fair few items, and I found it a little frustrating to find that i needed 5 sticks for the pickaxe, and then having to run multiple expeditions, exploring all areas in a given expedition, often times finding 0 sticks.

3. When crafting at the crafting table, it would be nice if it could craft using components stored in the chest, rather than have to run back and forth picking up items from the chest, navigating menus, and checking which materials I needed.

4.The Linked Light Bowgun (and similar items in future) needs a nerf/functionality adjustment. As much as I like this weapon, I am able to spam the reload key with no penality, meaning I can just keep firing while reloading indefinitely. I would suggest that either reloading slows your character's movement, and also that the reload needs a few seconds to complete - during which time you cannot use secondary fire.

5. Damage to appearance of the armor on the portrait as health is depleted. Replenished when returning to camp/healing to full. (It's hot to see lewd bits)

Just so you know, there's an Item Burner in your Pouch Utilities for removing items!

Otherwise, thanks for the praise an the feedback!

ah I must have missed that, thanks ;P

It's quite good as a demo. I'm certainly looking forward to how this game will grow.

Since there is no changing the controls yet, it is a bit awkward if you have the wrong type of keyboard, but that's about the only annoyance I had while playing.

Both audio and visual are good, although it sometimes shows that so translation was involved since some phrasing are so strange (this last bit goes for GROVE too).

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You think the writing looks like it has been translated? I'm... a little upset to hear that, as I am a native English speaker and writer :/

(+3)

I feel it's probably more of a stylistic difference rather than a quality problem, personally I didn't think any of the texts felt out of place

There's a couple plural/singular possessive confusions, but I didn't notice anything egregious.

No, not like it is translated. It's just that I sometimes come across text online that seems a bit weird to me, like how somethings is are worded. And since I often mis-translating things myself, or use phrasing in the wrong language, I just presume that also happens with other people. It really wasn't meant in a bad way

(+1)

Ah, I see. Thank you for explaining your meaning.

非常的好玩!!!!

谢谢!

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First of all, I think the game is pretty good, the sprite art and animation is well done and the gameplay loop is interesting. I know this is just a demo but there are still some mildly annoying things, for example the crafting table should display how many item you're carrying and in your chest, having to constantly go back and forth between two place to check is a bit annoying.

Another thing is that maybe the menu button can be rebind to another key like the C key by default to be more convenient. And I think you should have 1 or 2 more spike or at the very least slightly extend the normal attack range.

Aside from that it is overall a pretty good demo

I just remember another thing, when you get caught by those vine thingy the game tell you to smash both left and right button to get out but I can only manage to do so if I only smash 1 button, not sure if this is intentional or a bug but yeh that's about it

it hit all my expectations even though this is only a demo i can already tell playing through the full game will be lots of fun just like grove while ofc the lewd scenes are allways nice you also learn to enjoy just playing the actual game with the nsfw part being a bonus. good job to the grove team!

lovin' the autosave feature, had so many times i lost progress because i forgot to in grove

wow that a new game from GROVE. let me try this new game.

will there be a Mac demo?

That's a nice looking Nargacuga, i loved grove and this game demo is pretty good

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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.

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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

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How to throw away items?
Deleted 1 year ago
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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 :)

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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.

(+7)(-1)

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

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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?

(+4)

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.

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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.

(+2)

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.

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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.

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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

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