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VirtMTTR

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A member registered Sep 19, 2022

Recent community posts

It increases from some sex scenes but the easiest way to get it is by doing Tail Service.

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Glad to see you guys planning ahead for the better of your projects. I know changing engines has been rough for others, so I wish you luck!

As for the character sprite size change, I'm not too much of a fan personally, primarily because the head looks very disproportionate right now and ends up looking a bit too uncanny.
The single-tile sprites make things much easier to scale and navigate because since everything is consistently the same size, it's easy to figure out the hitbox or what pathways I'm allowed to go through. I actually had a few moments already struggling to find out what paths I'm allowed on sometimes. 
Changing this to a bigger sprite might lead to a lot more tweaking with some of the maps, cutscenes, etc. as well as room for potential clipping through tilesets. I'm worried this might slow progress as this would mean checking almost every room for this issue.

This is a more personal note the smaller sprites allow more room to interpret actions or expressions. With a bigger sprite, those types of actions may end up feeling a bit clunkier. The consistent 1x1 tile sprites kind of force you to use your imagination to picture scales of certain characters or how they're reacting, if that makes sense.
At the end of the day, you guys still decide what you think is best for the project but my opinion on it is that it should stay as the smaller sprites.

Something else would be the combat options being on the right. Your eyes are likely to want to focus on Grove (either for armor or grapple CGs) so it would be preferred if the options were on the left so you can keep an eye on the action and to make the flow of reading the text and actions much easier. Keeping it on the right would be a bit of an inconvenience, but maybe that's more the fault of the engine itself so I'm not sure if you're able to change that.

REGARDLESS, I'm still very excited about this news and how this will allow you and the team to make this game. Prowler's features have shown everyone capable of so much more when given more tools so I'm looking forward to how all this can boost Grove's potential.

Edit: I noticed in the new battle sprite preview, I noticed Grove is missing his tail! Thought I'd let you guys know!

I'm curious now that Prowler's first act is released, what is the team's current focus on now? (apart from bug fixes, of course)
Will you guys shift back to Grove, continue onward with Act 2, or are they being focused on equally?

Source code is already updated to 0.5 but I'm not sure when Linux will get updated

What's the other one, I need to know now

You need to actually beat the week before it shows up.

Randomly found this and I really adore the ambiance and feel throughout the whole thing
It's so incredibly intimate, like peering into a person's mind

Just found this and I gotta say, I really enjoy this!

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No, them falling to the ground and bleeding out is just a joke
They're still alive after

I really can't tell you anything else other than this is a you issue and just need to practice more.

Try to check your antivirus' quarentine. It looks like the new build might be flagging an antivirus more than usual.

I can't say how long exactly it will be but you can see the plan for what's to come here in this public post: https://www.patreon.com/posts/flaming-flagon-100566644
It should give you a better scope of the project-- though of course there are obviously some spoilers of upcoming stuff so read as you will.

Still hoping to see for any new update! This was a nice and fun game!

I love the game! Though I would definitely appreciate it if the Gallery gave a small hint on how to unlock each scene if you clicked on a locked one.

Will there be any updates to support mouse and/or custom keybinds?

Can you add the 32-bit versions of the exes back? Those are currently the only ones I can actually open. It was nice having the option to use those when I couldn't open the normal ones.

Been following those previews for a while and honestly, I'm looking forward to what your team has planned with games in general!
Branching out to other ideas allows the opportunity to learn new things that can help go to the main project.

Will you ever make a 32-bit version of the program? I know a lot of systems use 64-bit now but it would be really nice to have that option.

When you and Siggy split up in the basement, try to go to the wrong paths.

I've been kind of stuck on this one ever since last update and it's only one I need left. I've been losing to the mimic in the caves for a while now, is there something I'm missing?

"This chest is sealed with a thin layer of slime. . . You see visions of a trickster chest deep within a cave. . ."

This may just be me but an option for lizard genitalia is a lot to ask art-wise, considering how much art there is already, just for Grove alone.

Is it possible to create a 32-bit version of the exe? I'm stuck on old hardware for now and can't open the game because of it.
I think Renpy should allow for this.

I was wondering if you guys could create a 32-bit version of the exe as it's only a 64-bit program right now so I'm unable to play as of now :(
(And before anyone says, I know 32-bit is really old, I just never had the chance to switch.)