Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 6 hours, 15 minutes before the deadline
Add to collection

Play game

Goblin Resort's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I did two runs and collected a bunch of coins. The movement was pretty fluid and you could move around pretty quickly. The procgen is a bit strange, the levels feel so random and out of place. The mushroom jump puzzle felt frustrating because I fell several times and couldn't jump enough. It's not clear how the double jump mechanic works, what is the blue bar and dots? The ui is interesting, I like the idea of different rooms as menu, except the exit the game that should just be an exit button. The idea of lewd mechanics sounds fun, inb4 coomer. Look forward to more. What do you plan on adding next?

Developer(+1)

Thanks for playing. The left bottom of the UI (the blue dots, bars) is mana, and is used for using jump abilities, and dashing. My guess is you couldn't jump enough because you either ran out of mana to jump in the air, or you ran out of air jumps, since you got a limited number of them (which resets after you land). The first bar is used for the other jump abilities, and the second bar is mana regeneration.

I'd like to know what you mean by rooms feeling out of place.

"Look forward to more. What do you plan on adding next?"

I'm happy to hear that. I have big plans for the game, side objectives, skill points, and character upgrades, character animations, more rooms, and of course lots of coom content, but of course I am not going to e able to make it all before the next DD. What I definitely need as well is audio, saving system, and some sort of tutorials, or "how to play"

Submitted

Ah that makes sense. I played twice and it was just a confusing maze. If you want confusing maze then you got it, but typically dungeons have a layout and central room to be centered around. Sounds fun but a bit of hard work. A short tutorial on the mana would be awesome. Best of luck and see you next Demo Day!

Developer(+1)

Thanks, I definitely intend for players to get lost. By the way, I think your UI looks really good. See you at the next DD

Submitted (3 edits)

Theres no X to close room options menus with, only with the room option button again.

also I couldn't jump out of water, got stuck in a few rooms this way. 

Doorframes generated but not the Door inside when theres no room behind it, looked odd, maybe don't generate the doorframe aswell in those cases if possible?

I'm just going to assume the menues are more placeholders and later on you'll be able to click on interactive elements in the rooms like the treasure chests to access the corresponding setting.

I'd like a big center button to just enter the Dungeon with default/previous options to not have to click through menues for that, but maybe that'll be adressed later aswell.

Doublejump and multijump being locked with blobs makes more Sense now that I figure out you get more on destroying Crates, actually like that mechanic now.

With not knowing the room layouts (and the dungeon generating the exact same room a few times in a row often) I really got lost and where probably no way close to finishing a single dungeon. Finished the one Dungeon without Timer I did, but forgot to Activate the Goblin beforehand.

Next Dungeon required 180g to not have a Timer which was way more then I had, so I couldn't finish this. I did however find the Dungeonheart, but then got lost trying to find the exit again. Also tried a few of the Hearts but couldn't figure out how to use them. Also couldn't figure out how to pick up the Goblin to bring back.

AT the moment it kind of doesn't feel like much of a speedy game to me, so I didn't understand the time limit. Maybe later on it will tho., especially with the multijumping and dashing you could probably get through quite well if you adjust room layouts/abilites or add more to allow properly chaining them together. I really disliked that dash seemed to stop my momentom shortly once finished on that matter.

Had fun playing for a bit, and loved the Graphical Style, really cute.

Developer

Thank you for trying out the game, and taking your time to give feedback.

I now have a better idea how I should balance the game for new people.

>also I couldn't jump out of water, got stuck in a few rooms this way.

all sticky pools should have a ladder, vines, or just sloped floor for you to get out. I understand there might not be enough of them for players not familiar with rooms. I am going to add some feature to help people give feedback on specific rooms.

>Doorframes generated but not the Door inside when theres no room behind it, looked odd, maybe don't generate the doorframe aswell in those cases if possible?

Yes, I am going to replace it with something else in future.

>With not knowing the room layouts (and the dungeon generating the exact same room a few times in a row often) I really got lost

I expect better generations the more rooms I add. I also expect people to get lost, and take time until they are able to have a successful run. Looking at which way doors are opened helps to see, which way you came from. I shall add tutorial notes in future.

>Next Dungeon required 180g to not have a Timer which was way more then I had,

Yes, majority of runs are supposed to be with the timer. I shall lower the gold price for no timer for new players, so that they can get used to the game more. I will also need to rebalance the actual timer to suit new players.

>Also tried a few of the Hearts but couldn't figure out how to use them.

Yes, it is clear to me people are going to need some tutorial.

>Also couldn't figure out how to pick up the Goblin to bring back.

You don't interact with NPCs, and you don't pick them up. You gotta interact with the hearts instead. After you activate the Magic Mirror, when you interact with a heart next to any NPC, you get the option in left bottom of the screen to take your guess, then you gotta return to the entrance, and interact with the door.

I understand how the game may not feel like much of a speedy game, if they gotta take their time to figure out the rooms, and all the mechanics. Chaining abilities is possible, and it is often the intended way of quickly progressing through rooms. The Dash is much better in midair, so by design it should be used after jumping, or dropping off platforms.

>Had fun playing for a bit, and loved the Graphical Style, really cute.

thank you very much. I shall work hard to make improvements, and keep adding new features

Submitted

The doorways opening in a specific directions didn't help very much, especially with Loops being generated in the Dungeon, I often went in circles when trying to backtrack.

As for no Timer costs on dungeons, you could maybe make it dependant not only on which day it is, but also on how much money the Player actually has on them and in storage, especially in the beginning I forgot to store money, and if I don't have enough to freeze time its going to be a lot harder to actually get money.

So after I get the Dungeon Heart, I got to go through all of the hearts guessing which one is the correct one for the goblin or whatever guest is shown? It did say take your Guess on one, and after I clicked that I apparently failed? Does that mean I have to guess correctly the first time?

Or is it less of a Guessing Game, and I have to get any of the hearts in the Room with the correct NPC in them?

It'd probably be a lot clearer without Placeholders.

Developer

I plan to have different generation templates in future. I figured for new players having loops in dungeon generation in current build would be better, than long paths with dead ends.

The Timer cost right now is based on how much gold was in previous dungeon. I think I am gonna drastically lower it by % for x number of days.

>So after I get the Dungeon Heart, I got to go through all of the hearts guessing which one is the correct one for the goblin or whatever guest is shown? It did say take your Guess on one, and after I clicked that I apparently failed? Does that mean I have to guess correctly the first time?

>Or is it less of a Guessing Game, and I have to get any of the hearts in the Room with the correct NPC in them?

Well, it's not as much of a guess, but matching the face of the guest, that showed on The Magic Mirror. You can either head for the Magic Mirror, ignoring all NPCs on your way, check the face on the mirror, remember it, and then find the NPC with that face, and interact with its heart to "take a guess".

or

You can try to remember NPCs' faces and their locations on your way to the Magic Mirror, so that after you activate it, you might have already know where you need to go.

Yes, only have one chance, if you guessed incorrectly you get penalized after the run.

Submitted

I think I understand, so if the mirror shows a happy goblin I basically have to get to the goblin with the happy face and interact with one of the hearts in his room? Would probably need a better ingame explanation I guess, but maybe thats just not clear enough thanks to the missing content at the moment.

Developer(+1)

That's correct. And yes, I am aware a tutorial, or ingame explanation is very needed, but I didn't want to wait until next demo day. I have tooltips, but they are not enough, especially if you miss them because all menus are placeholders, and I guess it is hard to know what has tooltips explaining what.

Thanks again for checking out my game