Runs smooth on M1 Mac
MakoL
Recent community posts
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!
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
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!
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 😉
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
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
You guys knocked it out is the park with this update! Everything got improved, the art, the gameplay, the enemies, bravo!
I thought I wouldn't like the quest system, I expected it to be grindy filler, but to my surprise they aren't. They all have unique enemies or provide character development. I already thought the art was good, but it got even better this update. The gameplay and combat got more varied as well. All of this kept the game fresh and not repetitive.
I liked the enemies in this update the most, especially the 2 bats and the slug golem. I got excited when I saw the chastity cage, thought we're getting some dommy blacksmith x grove chastity content, or a chastity bound state like with the slime suit or slave outfit, but oh well, maybe next update ;)
Now the long wait for the next update begins, but you guys have proven that the wait is well worth it. Thank you for your hard work