Devlog#026
Update from the Team
Hello River Dwellers
We are a month out from Midwest Gaming Classic, which means that this is the last big update for the next two(2) months. We do have quite a bit of clean up before MGC, but we wanted to present as much as we could there. So this update has quite a few things in it, which you can of course get a summary below. There is alot that still needs to be touched up. Those are going to be the main goals for this month so that the presentation at MGC will be as clean as possible. Since we still have our day jobs we are trying to avoid crunch time for the week before MGC, which is why this is the last big update for a while. Once we have things touched up we will likely push a mid month update so that the version at MGC is in sync with the version on itch. This way if someone doesn't have the opportunity to play at MGC they can come back and play at their convenience.
On a different topic, we have previously said that we are eventually going to move from a web demo to a downloadable version. This is because we know at a certain point the game will no longer run as well in the web. We swear we are trying to keep the game optimized, but at a certain point the web demo doesn't reflect how the game will perform on your hardware. Additionally as we clean up Cedar Root and start to write the official story dialogue we want to start preparing the game for Steam. Currently we are on version 0.4.5 of Clover, and we have some big plans for the next several minor version:
- Room loading to use multi-threading for smoother gameplay
- Shopping Interface for restocking consumables
- Water physics for under water levels
- Localization logic handling (potential dialogue refactor)
- Input Auto Detection and Remapping
We understand that 5 minor versions, and probably several patches through a year seems like a big task. Since this year we only went up 2 minor version it does seem like a tall order. We also need to throw in level design, music, boss design, and story writing into the mix. Which only makes things more terrifying. We want to believe that we are in a much better place compared to last year, since the game architecture has had a complete overhaul, which we expect to lead to less bugs being reported this year. So long as we don't have as many bugs to fix this year, then we believe we should be able to stick to our plan. No matter what happens we promise to keep you updated along the way!
Love you Pigeon people! Coo-Coo!
Game Updates
Added
- Boss Fight Template with **SPOILER**
- Doors that have musical locks
- Item Aquired Display
- Forced Dialogue for when the player first exits their house
- Attack hitbox reworked to support both melee and projectiles
- NEW EQUIPMENT: Apple Consumable that can be equiped and consumed to regain health
- Spawner Node: Can pass in any scene/node reference and then triggered to spawn the reference
- (Currently used for apples in summer)
Updated
- Tilemaps have a grassy texture
- Seasonal trees and bushes
- Apple trees spawn apples in summer
- Bounce pads are now seasonal objects with shrooms
- Removed musical curiosities from around town as they were not permanent
- Fixed room transitions sending the player back to the same spot incorrectly
- Health container animations to reflect current health now updates on both healed and hurt
Known Bugs/Issues (We are trying to fix I swear!)
- Controller on web uses incorrect inputs
- Web performance is is not the best
- When transition through doors the player sometimes is placed 32 pixels above the ground
Files
Clover
A story about a cat who likes to explore. Platform focused gameplay.
| Status | In development |
| Author | RiverWolfGames |
| Genre | Platformer |
| Tags | 2D, Animals, Cats |
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