Absolutely a interesting and "hot" game for me. I spent about a hour and a half to make all the gears and the weapon, also watched all the scenes. Some sincere suggestions:
1 the backpack and the box are too small in the later period. I hope there's some way to enlarge them.
Also, Burning things needs to be confirmed again and again and only one at a time, which I think requires some efficiency improvements.
2 to some extent, combating with the enemy is easy and the cost of being beaten is low. when they beat you, they simply have s*x with you and let you go. I think maybe you can add some enslavement content or leave some marks like when you hanging out at night. Of course, that's just my selfish thought and you could ignore it.
Finally, please forgive my poor English. Thank you for making such a great game and reading my review. I hope you can make greater progress and eventually make the game perfect and alive.
Overall, this was fun, but I think it's a little too easy. Once you get captured the first time, it's pretty easy to avoid enemies and sprint for the exit, and there's no real penalty to doing multiple expeditions, so you basically never get defeated unless you want to get defeated. Some ideas for how to make this better/more interesting:
The player gets defeated after one capture, but lost gear and other equipment (not raw materials) are findable in future expeditions (so you don't have to constantly re-craft everything).
After a set number of expeditions, an armor piece breaks and needs to be repaired. This is cheaper than crafting it from scratch but still costs a nonzero amount of resources, so you can't just do unlimited expeditions for free. Ideally, this would require slightly less common resources, so you can't just pick up a couple of ironwood sticks and call it a day.
Some traps are harder to avoid (e.g. can't be avoided at all once triggered).
Some traps spawn after the player has already been through an area before.
Probably you shouldn't do all of the above, that would be too hard, but some combination of these ideas would, I think, make the game harder and more interesting.
One other thing: I would really like to have a to-do list (a list of things I plan to craft, along with the total material costs, displayed as a HUD element during expeditions, so that I know what items I need to prioritize for weight).
The game is borderline unplayable for me. The whole game drops to 1 FPS if I so much as go near an enemy, and in a game that relies on fast reaction time that's not ideal. It sometimes doesn't register my inputs, especially with the traps, and sometimes refuses to let me access the menu. These problems don't go away even when playing on my PC, and it can play every other game with no problem.
What makes it worse is that so many people are gushing praise about this demo. Guess this is just one game I'll never get to enjoy...
Please check that you're not running the game off of a USB or other external drive. They can cause severe CPU bottlenecks that absolutely tank performance when playing RPG Maker MV games like ours.
If you are using one, move your game out of it and give it another go.
I don't know if I'll play this as you update it. The gameplay loop of "go out, find crafting materials, go back" seems like it will get a bit repetitive. I also just hate crafting systems in games as every game seems like they need to have the system these days. Finding materials then going back to camp to craft something can feel grindy at times. I'd much rather just acquire the items I need as I progress the story, similar to what you've done with Grove.
Played a little bit of it tonight. Pretty cool! I'm interested to know more of Kivu's story.
I tend to play these games with an xinput compatible controller, and it seemed like the basic controls were there but not jump/dash, melee attack, or ranged attack. So I was trying to use two different controls at the same time - controller and keyboard/touchpad. My initial thought on this is the right analog stick can be for melee attacks: push the stick in a direction and it attacks in that direction. Maybe the right analog trigger could be used for ranged attacks. Right shoulder button for jump/dash?
Did I miss a tutorial glowbug that mentioned the dash? The beginning gives tutorials about a number of the basic controls, but then leaves the player to figure out that they have to use the dash as a "jump"--just calling it a "dash" doesn't make it obvious that you can use it to cross deep water, and I didn't see a glowbug that mentioned the dash at all.
It's hard to initially figure out what's a trap, what's a resource, what's an obstacle, and what's set decoration. The hitboxes for "collecting" resources can be a little finicky, so I approached something, hit E, had nothing happen, assumed it was a trap, and avoided it for a while, when it turned out to be a necessary resource.
A couple times when fighting the Chargers I got trapped in the level geometry or something. They would rush into me while I was keyboard-mashing, then their sprite would disappear and I'd be stuck, seemingly in an invisible box. The player sprite would turn, but not actually move in any direction, and attacks in any direction would immediately bounce off of thin air. I ended up having to reload a save.
I'm all for dirty talk during the lewd scenes, but a couple times there is description--not dialogue--that suggests that it's only the species difference that prevents Kivuli from getting pregnant, which seems odd. (If mpreg is your kink, ok, but specifically mentioning it when it's *not* happening seems strange.)
Can it be possible to craft items if you have the correct materials in a combination of your inventory and your storage, rather than having to take things out of storage for crafting?
went through the demo and its fantastic. The action controls weren't too difficult to get used to although I would like a way to refresh spine usage (such as 1 back every unit of time spent) and the possibility of using the TAB key to either access or exit out of menus, since I'm personally more conditioned to using tab then esc.
But the scenes are FANTASTIC and well written, and the animation accompanying them is also top notch. you guys really stepped up your skills here.
Sidenote-Its absolutely adorable Kivuli adores potted plants or gardening in general in the same vein that Grove adores carrots. Gives a nice piece of personality.
Just wanted to say that the piercings after capture was hot, maybe we'll see something similar in Grove eh? wink wink nudge nudge.
In all seriousness, the visuals and animations in this are great. I thought the art in Grove we're perfectly fine, but after seeing how the great art and animations compliment the excellent writing, I can't say I'm jealous Grove didn't have this level of visual quality
The 0.11 QOL updates were a godsent, makes the game way more enjoyable. Though I don't find it too grindy at all. You can also just sneak/run past many enemies, butt naked ofc just to avoid losing stuff, and grab their loot to craft the things you need.
Though I'm really curious about the story implications of being caught though, there is his "pride" being mentioned. I also wonder why the enemies always set you free after having had fun with you neither enslaving or killing you, even leaving you a neat-looking gift on you in a certain case :)
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...
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
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
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.
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!
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)
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).
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
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!
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Hope we get a Plethora of bad ends
想要个中文补丁
I like the graphics and atmosphere of the game so far. I'm curious as to how much male pregnancy will be in the game. I would like to see more of it!
Can't wait to see the potential of this game
Oh, the game is really fun, just the excess of controls (or my low ability with so many) that confused me a bit.
The map changing a bit seems nice.
The inventory systems is a bit clunk (crafting is a paper and pen work, memorizing what items you have stashed and in your inventory is a pain)
Other than that, an amazing demo, you guys got really good with the game engine now!
Really enjoyed the game. Can't wait to see more!
Hello I wanted to ask if there is any Hypnosis/Mind-Control Content in this game.
There's a little bit of mind-bending in some of the scenes, but it's not a focus in any of them.
where can I get sticks?
An orange leafy plant. Look for it near the river entry point, and maybe one or two other areas.
thank you, also can you choose which part of the stream you enter?
'fraid not... something we'll be looking into in any future versions, I think.
Absolutely a interesting and "hot" game for me. I spent about a hour and a half to make all the gears and the weapon, also watched all the scenes. Some sincere suggestions:
1 the backpack and the box are too small in the later period. I hope there's some way to enlarge them.
Also, Burning things needs to be confirmed again and again and only one at a time, which I think requires some efficiency improvements.
2 to some extent, combating with the enemy is easy and the cost of being beaten is low. when they beat you, they simply have s*x with you and let you go. I think maybe you can add some enslavement content or leave some marks like when you hanging out at night. Of course, that's just my selfish thought and you could ignore it.
Finally, please forgive my poor English. Thank you for making such a great game and reading my review. I hope you can make greater progress and eventually make the game perfect and alive.
Your English was perfectly fine. Thanks for your comment and your suggestions!
Is the full game out yet, or is it still work in progress?
This is a WIP.
- RegalBuster
Alright, thank you.
Hell nah Aaron Davis took his Prowler fursona too seriously
Overall, this was fun, but I think it's a little too easy. Once you get captured the first time, it's pretty easy to avoid enemies and sprint for the exit, and there's no real penalty to doing multiple expeditions, so you basically never get defeated unless you want to get defeated. Some ideas for how to make this better/more interesting:
Probably you shouldn't do all of the above, that would be too hard, but some combination of these ideas would, I think, make the game harder and more interesting.
One other thing: I would really like to have a to-do list (a list of things I plan to craft, along with the total material costs, displayed as a HUD element during expeditions, so that I know what items I need to prioritize for weight).
I don't see any tail..
The game is borderline unplayable for me. The whole game drops to 1 FPS if I so much as go near an enemy, and in a game that relies on fast reaction time that's not ideal. It sometimes doesn't register my inputs, especially with the traps, and sometimes refuses to let me access the menu. These problems don't go away even when playing on my PC, and it can play every other game with no problem.
What makes it worse is that so many people are gushing praise about this demo. Guess this is just one game I'll never get to enjoy...
Please check that you're not running the game off of a USB or other external drive. They can cause severe CPU bottlenecks that absolutely tank performance when playing RPG Maker MV games like ours.
If you are using one, move your game out of it and give it another go.
Wait, really? Because the other RPG MV games I've played - including GROVE - don't have that issue. Is it something specific with this game?
A good few people have had that issue with Grove as well. It's not just an RPG Maker thing, it's a computer thing in general.
Regardless, did moving it solve your problem or not?
Yes, it works now. Thanks.
I don't know if I'll play this as you update it. The gameplay loop of "go out, find crafting materials, go back" seems like it will get a bit repetitive. I also just hate crafting systems in games as every game seems like they need to have the system these days. Finding materials then going back to camp to craft something can feel grindy at times. I'd much rather just acquire the items I need as I progress the story, similar to what you've done with Grove.
Played a little bit of it tonight. Pretty cool! I'm interested to know more of Kivu's story.
I tend to play these games with an xinput compatible controller, and it seemed like the basic controls were there but not jump/dash, melee attack, or ranged attack. So I was trying to use two different controls at the same time - controller and keyboard/touchpad. My initial thought on this is the right analog stick can be for melee attacks: push the stick in a direction and it attacks in that direction. Maybe the right analog trigger could be used for ranged attacks. Right shoulder button for jump/dash?
Looking forward to more development!
I enjoy Grove, and I enjoy this.
Comments/bugs (v0.11):
All in all, looking forward to more!
went through the demo and its fantastic. The action controls weren't too difficult to get used to although I would like a way to refresh spine usage (such as 1 back every unit of time spent) and the possibility of using the TAB key to either access or exit out of menus, since I'm personally more conditioned to using tab then esc.
But the scenes are FANTASTIC and well written, and the animation accompanying them is also top notch. you guys really stepped up your skills here.
Sidenote-Its absolutely adorable Kivuli adores potted plants or gardening in general in the same vein that Grove adores carrots. Gives a nice piece of personality.
Coming back to this, i have a suggestion to hopefully QoL a little easier.
When you put items into the storage chest you can use those items from the crafting bench without having to run back and forth.
Also, Kivu is preggable? thats hot. hope to see some preg content later down the line
are you a nargacuga in this game from monster hunter lol?
You are a Prowler and you are certainly not a nargacuga from Monster Hunter, haha.
wait... SO YOU'RE A PROWLER FROM MONSTER HUNER GENERATIONS ULTIMATE
Just wanted to say that the piercings after capture was hot, maybe we'll see something similar in Grove eh? wink wink nudge nudge.
In all seriousness, the visuals and animations in this are great. I thought the art in Grove we're perfectly fine, but after seeing how the great art and animations compliment the excellent writing, I can't say I'm jealous Grove didn't have this level of visual quality
The 0.11 QOL updates were a godsent, makes the game way more enjoyable. Though I don't find it too grindy at all. You can also just sneak/run past many enemies, butt naked ofc just to avoid losing stuff, and grab their loot to craft the things you need.
Though I'm really curious about the story implications of being caught though, there is his "pride" being mentioned. I also wonder why the enemies always set you free after having had fun with you neither enslaving or killing you, even leaving you a neat-looking gift on you in a certain case :)
We're not interested in getting too dark or having any death or killing in our games. Not our vibe.
Otherwise though, thanks for the praise and the interest in the game, and for checking out the update!
It can definitely stay death-less, I like that! ;) It makes it even more interesting and curious I think
How does one save
The game autosaves after every day. You can manually save by resting at your bed at camp.
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
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?
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.
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?
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).
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 :/
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
Ah, I see. Thank you for explaining your meaning.
非常的好玩!!!!
谢谢!
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.