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MakoL

71
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1
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A member registered Oct 09, 2017

Recent community posts

I feel the same way. I relate to the MC a lot, ngl I'm also jealous of him for having such good friends.

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Having mini projects is a good idea. You can experiment with kinks and mechanics more boldly with them and take what works well into your main games. As a side effect, they'll keep the patreon funded and make the wait between main releases more bearable, so big thumbs up for that one! 馃憤

The rework Is a necessity for Grove to keep up with Prowler, but I'd caution against overdoing it, where every few years the game needs to be "remade". Happens to a lot of projects, and eventually the devs will abandon it because of burnout and boredom. Speaking as a dev myself, what I would do to avoid burnout is instead of doing a 1 to 1 remake, I'd do a re-imagining where new content is added to old areas alongside the boring work of migrating to a new engine. The content should take advantage of the new engine and features. This keeps development from getting boring (at least imo) and as an added bonus, you'll get something more exciting to show for after the engine change instead of the same old content after months of wait.

As for the double height sprite, I find it uncanny thb 馃槄 (at least in this rendition). I think the always visible full size artwork on the side like Prowler already has, does a better job of showing statuses, effects, and equipment.

Interesting furry zomboid game 

Player submission / npc masters would be so goated

You're so productive :o

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I really like the new mutation system. Maybe in the future there can be some mutations that are unlocked by you last clone's actions. I just like the process of discovering them all

Runs smooth on M1 Mac

You must have some notification settings turned off or something, I never get updates from this game in my itch.io feed

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I'd like to add that losing your armor on a failed expedition sucks, they took a lot of material and time to make, so this is very punishing. I just resorted to keeping them in storage most of the time. This makes the gameplay and combat feel more grindy, which is a shame. Plus I can't look at the nice armor art.

Maybe just make them damaged, so that you can spend less resources repairing them. This may already be in the game, but I can't tell, since I have the missing merchant bug like everybody else, and I've never seen any damaged armor in my inventory. They're just gone after a failed expedition.

You guys knocked it out of the park yet again. There's so much content and all of it is good. I was skeptical about the price and the different direction gameplay direction, but those worries were quickly dismissed. In many ways, this game has surpassed grove (but I still remain a big fan).

The addition of semi permanent bound states and afflictions are the best new feature in the game imo. The writing and art has improved also massively from the demo and grove. I'm looking forward to future updates, but knowing that it's a year or two away pains me.

GG!

lets gooo

11PM AEST

Wow, you went all out!

v5.0 馃コ馃コ

The art and music are so good. The shopkeeper looked very nice in particular, but both drawn and pixel art stuff looks great! The character's are cute, but the one human seem out of place. I'm also interested in the overarching story.

Bug:
You can get out of bounds by going between the trees here. And the dialogue ui gets stuck on screen sometimes, which you can also see here

I can code something up if there's enough interest

If you're already carrying an item, and your mouth is blocked, you'll get softlocked

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The models and animations are amazing, especially tiny details like the ears and facial expressions. I can tell the framework is there for a great game, just needs more content. Mod support / character sharing system would speed this up.

If you want to go a step further, you could automate character sharing with a simple API. When saving their character, the user could opt to share them. If they do, the character data would get sent to the API and stored. When another player loads a map, a collection of shared characters can be fetched from the API and loaded in game.

In any case, great work! I look forward to future updates

P.S. Please keep the exaggerated movements, I think it's cute!

Fights should be less frequent, It's a bit repetitive currently, so maybe things like traps and random events can break the monotony. The smut is written pretty well, just wish they were longer. Looking forward to see more

This is really good. It's polished, the writing is nice, and I like the idea of multiple artstyle choices. Maybe in the future there can be support for user defined art. There's clear effort behind this. Looking forward to future updates!

Big is ok with me, but I personally don't like over the top hyper

omg an update!

Better small updates than none at all for a year. I'm just glad to see more of this <3

Nice update! It matches the quality of the initial build, and the new demons are cute! Although I do feel like some routes end rather abruptly. 

My favorite scene this time around is the body switching one. I was so sad when I reached the end 馃槩

I'm on team demon daddy

The Ranzkai's daddy mode is incredibly hot. Please let there be more of this!

This was really good. I hope there's more tf content like in the slime dungeon. It would be interesting if there are permanent physical/mental effects from the dungeons if you get corrupted enough. I'm kinda hoping to see more futa content in the future tbh  馃槄


Awesome!

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Ooh, hypnosis content? Can't wait to see more of that!

Can't wait >w<

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Hunky werewolf boyfriends, what's not to love

Very cute artstyle

This is great!! The writing is VERY hot, and while I usually can go without visuals in text based games, I'm really glad you've included them. You've clearly put a lot of thought and effort into the art as well as the writing, because they complement the writing very well and give the game some identity and uniqueness. 

The only complaint I have is that I wish there was more. I agree with the other commenter, we need more daddy Kiko, although I think that scene would be better in first person where you could experience the mental change instead of just observing it. I hope we'll see more of the conductor in the future, he's a swell fella 馃槈

I just revisited this game and it's every bit as good as I remember it being.

This is actually quite good! I really enjoyed the writing.  Don't know how I haven't discovered this sooner

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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 

Collie > charisma calm down > fabricate success

Charisma 2+ ["Strip."|nerdCardsPlayWinStrip]]


Collie 

"Would you let me sniff between your legs?""</span>

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Not a ton of content but enough to show the dungeon crawler mechanics and to showcase the excellent writing. I was a fan of your first game and the writing in this is just as good, or maybe even a bit better. My fav was the hare and hyenas so far, the collie is pretty good too. I wonder if the "effects" from these encounters will affect scenes further into the dungeon, sort of like a permanent curse until you restart. 

The backend looks solid enough, no mechanics/logic bug that I could find, only incorrect tag errors. Other than that it just needs more content, which I'm looking forward to <3

All the best!

Bugs

collie introduction 

Charisma 2+ Easy, I don't mean any harm. I'm $name, an adventurer.


At the end

Restart Error: child tag <</timed>> was found outside of a call to its parent macro <<timed>

gas room when busting the door ahead failed

Error: cannot execute macro <<link>>: malformed closing tag: "<</link> <<link "Try to bust through the door you first came through instead.">>"


Toad

Error: <<timed>>: invalid time value syntax: "6.5" in <<timed>>

no continue after it dies

The main character is so cute

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Just caught me off guard is all, didn't expect such themes in what looks like just a lighthearted vn. Hope you're doing better these days. Keep up the good work