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A member registered Oct 09, 2021 · View creator page →

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Or even something as simple as changing the usual blue highlight around collectables with a golden one or something similar if it's an item you need. 

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This is a very exciting project! I appreciate that both games of yours have actually interesting stories, worlds, and especially personable characters populating them!


I really like that prowler departs from Grove with much more active gameplay, you've done a really good job here. 

I wish the inventory situation was less restricted and difficult once you obtain a large amount of items, being able to put resources towards camp upgrades incrementally would help a lot I think. That way I can 'store' very specific items like clay inside a building I want to make instead of needing to clear out the full inventory slots for doing it all at once. I often find myself collecting items that I see, run out of space, and need to spend lots of time deleting items. A lot of this stems from not knowing what items I need to make which buildings, and realizing I can't just take everything and sort it out later.


Aside from the fact that I feel like I'm constantly fighting the UI over inventory management, I'm loving this project.


Of special note are the enemies! The popup dialogue in combat was a good choice, they feel way more alive than any enemies in Grove! I almost wish I could convince some of them to join the camp.

This game is awesome so far! It's appreciated that you support android!

Would it be possible to add accessibility features for electronic ink screens? All the game would require is a setting to slow down or disable animations on sprites (eink devices have low refresh rates).  If a light UI theme was also added you'd be able to run perfectly on these devices.

This project is impressive! I enjoyed how open my choices felt to explore using the command line (compared to listed options in similar games). Exploring Salem's character as the two of you interact was also a highlight, everything is well written and the styled text adds a lot as well!


The more I think about how you'd have to parse the command line in order to make interactions work the more curious and impressed I am. I'd really like to chat about how you manged that if you'd be interested to reach out somehow.

I hope to see this project develop further, you've got something really novel with a lot of potential here.

Really charming game! The level design seems solidly put together with different areas and progressively higher difficulty (though I feel I might be missing something when it comes to the snake enemies, unless you are meant to not beat them).


 The combat mechanics in the game stand out particularly well and there is a lot to play with and expand if you ever decide to. I really enjoyed the position-based fighting style of using differently shaped attacks to get enemies while also avoiding danger through using the environment or sidestepping around.

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Oh thanks for informing me! I looked into it and turns out a bug with the game instance not getting recognized broke certain things (like menus). I fixed it!

Thanks! Yeah the checkpoint is only in the main map which I unfortunately realized after the jam wasn't loading when you hit the start button. I'll release a quick fix for it after the jam is over though! A big request I've gotten is to put a player marker on the minimap, if that's what you mean? It's on my todo list!

Very novel gameplay!

Surprisingly large amount of content as well, especially considering you used both 2D and 3D assets. There's a really strong and consistent style across the game from the levels and 3D characters, the 2D scenes, and the UI as well which is impressive/well thought out!