Shiver: Moonlit Grove

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You must find shelter, before the hungry wolves find you!

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Media

Shiver: Moonlit Grove Screenshot 1Shiver: Moonlit Grove Screenshot 2Shiver: Moonlit Grove Screenshot 3Shiver: Moonlit Grove Screenshot 4Shiver: Moonlit Grove Screenshot 5Shiver: Moonlit Grove Screenshot 6

Description

You owe everything to Rene Malot, the man who found you as a child and raised you as his own. So when he goes missing, you're elected by the district to take his place, following in his footsteps as a doctor. On the way to your new job, a wolf attacks your carriage, forcing you to flee for shelter in a nearby village. Something here is very wrong, but the villagers aren't talking. As you discover their secrets, you might discover something about the foster father whom you've loved so dearly. You'll need all of your wits to survive the long night in Shiver: Moonlit Grove, a chilling Hidden Object Puzzle Adventure game.

Requirements

Mac Requirements Minimum Supported Will It Run?
Mac OS X10.6.8Download the MacGameStore App to compare your Mac's information in real-time.

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CPU TypeIntel Mac Only
CPU CoresAny
CPU Speed1.2 GHz
System RAM1 GB
Drive Space530 MB
Video RAMAny
Video (ati)ATI Radeon HD 2400 XT *
* Unsupported Video Cards: ATI Radeon X1300, ATI Radeon X1600, ATI Radeon X1900 XT
Video (nvidia)Any
Video (intel)Any

Reviews, Ratings & Comments

Ratings

3
From 4 Shoppers
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Your Rating

Shopper Reviews

  1. Disappointing - poor design
    by Scott Henderson, USA - Jul 30th 2015

    Moonlit Grove suffers from a number of problems. The cursor does not change from the standard pointing arrow, even though the game is designed to do so. This created a large problem with the hidden object screens. These mini games always had an object or two that needed to be created or found. Some of these objects however were buried several layers deep. For example, in order to grab a ring, a snake needed to be lured away, which meant opening a locked cage, which meant finding a key that was hidden in a jar, which meant finding a hammer to break the jar, which meant...add this Rube Goldberg-esque scenario to a game where the cursor doesn't change and one is clicking on everything and anything that looks like it might be useful. During gameplay it meant consulting with the Hint function often to show areas of the screen one needed to click on. The game also suffers from what I call nonsensical logic. Given the objects in one's inventory, there are numerous ways to accomplish the same task in the game. However, the game wants a specific object to perform a specific task. Anything else will not do. It makes no sense. In addition, the same generic response is given whether one is trying to hammer a nail with a doughnut or break a chain with a sledgehammer. Shouldn't the latter example be given a slightly different response? Most of these games are designed to be fairly linear, which is fine. Unfortunately, this game responded with a statement regarding something the player character hadn't been told about yet. Oops. More play testing and a better design would have helped this title tremendously.

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