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A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 3 days, 7 hours before the deadline
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Goblin Resort's itch.io page

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Submitted

I haven't played the latest build, but still. I tried completing the tutorial first, but my left Ctrl is borked, so I couldn't crouch, fortunately I  watched the stream, so I had a rough idea how to play it, and jumped straight into action. Found the mirror, found the right goblin girl, repeated it a couple of times and then dropped. 

Cause for now there's little incentive in continuing to play the game, for me, at least. Personally, I don't enjoy games with focus on speedrunning or completing them until timer runs out.

Can't really say much else about it, sorry.

Developer

Thanks for playing. Sorry about your Ctrl.

I guess the biggest incentive for future is going to be all the adult content I have yet to add to the game.

Given it is not your type of game, it was the right call to stop playing after you saw most of the things the game has to offer before the game gets more challenging. I think the game getting harder is one of the things that makes it engaging, but I know it is not for everyone.

I appreciate you trying out my game and leaving this comment.

Developer

I made some changes based on feedback I received so far:

https://webcough.itch.io/goblin-resort/devlog/426090/version-01w-changes


Bigger overhauls to the UI, adding images to explanation windows, more options are going to be added in future updates when I got more time to implement them.

I hope this update is going to be helpful to people who have not tried the game this DD, and those who maybe would like to play again, and see how feedback is shaping up the game.

Submitted

Fun game! Even though it isn't my kind of game, never been a fan of 3d platforming. I just have few notes and suggestions:

  • No invert mouse option, please add! I can play with both but it takes bit of time to get used to, greatly prefer invert.
  • Higher max mouse sens, I maxed it out but still felt a bit too low to what I would've liked on my machine.
  • Being able to hold jump to swim, maybe have it be slower than tapping.
  • Hold crouch key option.
  • The options reset after the tutorial, also on restart.
  • Is there a reason to why the interact button and LMB are separate? Seems to me you could streamline it to just one (I kept trying to use LMB for everything), but I might be missing something.
  • The options menu being under Workshop is pretty odd, but I get why its like that.
  • Levers could be more visible, they really blend into the environment.
  • It would be cool if there was an option to enable a small mana HUD around the crosshair - just a circle a three dots.
  • I didn't really notice any bugs, except for the camera clipping through the ceiling a few times.
  • It could be a good idea to have the very first level(s) be extremely easy, a newborn tier with just a very few amount of rooms. Or have the first dungeon you play have infinite time, I know there's a "skill" for that but its not something you'd, probably, enable the first time you play. Would help new players get their bearings better.
  • Some random clutter, doodads, etc on the ground, walls, and ceilings would really help navigation.
  • I really dislike tutorials and usually skip them, but I found it pretty alright here so good job. Oh and in the vid if you're wondering what the fuck I was doing at some point I was trying to bug it out but I couldn't.
  • I think I remember you saying you didn't want to do it but I really wish the entire room menu was a 3d menu like a level. Would fit great with the theme and could be cool to be able to try out different "skills" and look at the different guests you can purchase etc. (Also hide some secrets around the place)

I recorded some gameplay, but its without commentary:


Developer

Thanks for playing, and recording gameplay. I wanted to reply to you as soon as possible so I haven't watched the recordings yet, but they are going to be very useful. I am also going to upload an update today, so any feedback I got from you which I haven't addressed is going to be used in future.

>No invert mouse option, please add!

Will do. The options are still barebone, and I think you are the first person to ask for them, but I will definitely add them in near future.

>Higher max mouse sens

No problem, how much higher do you think I should go?

>Being able to hold jump to swim, maybe have it be slower than tapping.

Just to clarify, that's just for swimming up, right? For faster swimming upwards (and any direction) I wanted to nudge players to use dash. I will need to test how it would work.

>Hold crouch key option

A toggle option for crouch, right? I have been asked about that before. I still don't think it would work based on how I play, but I will need to add it even if I don't recommend it.

>The options reset after the tutorial, also on restart.

Yes, I still have no saving implemented.

>Is there a reason to why the interact button and LMB are separate?

LMB is for picking up and throwing crates, and E is for all interaction. That way you can carry a crate, and still interact without throwing it. Another reason is because there is a Seal "Ability: Siphon Crates", which gives crates an E interaction. I have more things planned, which is going to make separation between them clearer.

>The options menu being under Workshop is pretty odd, but I get why its like that.

I decided to change it in the next update. At first I wanted it to be a separate location with some dwarf NPC, and the player would "tinker" with options, which is why it was a workshop, but enough people commented on that for me to change my mind on it. Hopefully it is not going to break the "immersion".

>Levers could be more visible, they really blend into the environment.

There is a Seal "Ability: Show Links", which helps locating levers.

>It would be cool if there was an option to enable a small mana HUD around the crosshair - just a circle a three dots.

That's a cool suggestion. I don't know if it is not going to be too obstructive, especially if the player is going to have more than 3 max mana, but an option for that would be good. Thanks.

>I didn't really notice any bugs, except for the camera clipping through the ceiling a few times.

As far as I know that only happens on Windows build, which is very odd to me. I tried to fix it in new version, but I am not able to test it right now. I am happy to here you did not notice any other bugs.

>It could be a good idea to have the very first level(s) be extremely easy,

New version has much smaller, and easier Magic Mirror room for the first 3 days. I also changed the default Seals to give players even more time. I also plan on locking The Sealing Chamber in future for the first couple of days, and not give all 80 Seals right from the get go. I also have plans for some sort of day 0 after cutscene with maybe just 3 or 4 rooms in future.

>Some random clutter, doodads, etc on the ground, walls, and ceilings would really help navigation.

Yes, I plan on many decorations, some also randomized to help distinguishing rooms, which is why there are some odd empty spaces in some rooms.

>I really dislike tutorials and usually skip them, but I found it pretty alright here so good job.

I think you're the first. New version has even less text, and I am going to have some images in future.

>in the vid if you're wondering what the fuck I was doing at some point I was trying to bug it out but I couldn't.

I look forward to watching that.

>I think I remember you saying you didn't want to do it but I really wish the entire room menu was a 3d menu like a level. Would fit great with the theme and could be cool to be able to try out different "skills" and look at the different guests you can purchase etc. (Also hide some secrets around the place).

I actually had a walk-able hub area long time ago, but it was very slow to get from one thing to another, especially if I wanted to convey the scale of the whole place. My current plan what I am building towards is have all those locations as separate scenes with bottom bar acting as a quick travel. In future every location is going to have their NPCs, and buttons to rotate between different camera angles, so you are going to be able to "explore" by just pressing buttons.

As for trying out different skills, and general practising, I am going to have a training room in future.

Thanks for the video recordings. I am going to watch them after I upload the newest version.


Submitted

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Developer

Thanks for the stream. It's great feedback

Submitted

I got a lot further this time than I did last time. It was fun to actually attempt one of the levels rather than going through the verbose tutorial. I may have to play again in the future.

Developer

Thanks for streaming man, I had great time

Submitted

very cool fast movement, all its missing for me is a sprint toggle option/button

ive managed to beat days 2, 3 (choose the wrong guest though) and 4 (stopped after this one)

btw how much lust do u need to have to bone those goblins

Developer

Thanks for playing. I am happy to hear some people are able to complete the objectives.

Yes making the sprint as a toggle option might be a good idea after all. I wouldn't recommend it with the way some more precision platforming works, but I guess I should give players that option.

>how much lust do u need to have to bone those goblins

I love the bone pun. No sex scenes are implemented in the game yet, but I plan for the game to have a slow progression with unlocking different adult activities, which get progressively lewder. It would take some time until you got to some really spicy content, but it wouldn't be with a skeleton of course (no dick).

Hey, im gonna try to not reiterate what others say. I know you've already been told that the "management" UI is intimidating for new players but I want to add something, my problem with it is that it triggers the feeling of choice paralysis. You have so much stuff that you can click that you really don't know where to click, especially the sealing chamber section. I would also add that the Dungeon button should either be somewhere else or be way bigger than the other buttons, after all it's that button that makes you start the game so I feel like it should attract the eye instantly. Im not sure about the seals mechanic, I get that it allows you to make your own difficulty in a way but personally i'd rather have a normal difficulty curve where you unlock powers the more you play and you could choose dungeons with more difficulty that give more coins/lust but are hard(but maybe possible?) to finish without the powers.

As for the gameplay I liked it, you go fast and it's responsive, coin sound is kind of unsatisfying though. I played until day 5, the generation for the day 4-6 took significantly more time than the others, maybe add a small loading indicator? Also I noticed that if you're close enough to the ceiling you can jump and see the whole level.

Developer

Thank you for playing, and taking your time to comment.

I can see what you mean by choice paralysis. Giving players 80 seals to choose from at the start of the game might be very overwhelming, and I am not sure if improving ui would fix that.

Based on other feedback I got, the whole bottom bar in the hub needs to be re-worked. I am not sure about making the Dungeon button bigger, but I hope it is going to stand out more when I decrease number of options of what players can do with just one click. I ideally in future those location buttons would be icons, and not text, so maybe then I could make it bigger, or different colour.

The Seals mechanic is going to be tied to side objectives in future, where different objectives will require to beat dungeons with specific seals, so I hope it's going to work well when I get it done. I plan for side objectives to reward the player with skill points which will be used for more meta character progression you are more familiar with.

As for a loading indicator, I got a small text about the dungeon being generated in bottom right corner. Maybe it is not enough, but I also put template information, and some tooltip on that screen to pass time.

>Also I noticed that if you're close enough to the ceiling you can jump and see the whole level.

I thought I fixed that for the most part. was it any jump, or a crouch jump? power jump? specific ceiling, or just one place?

You mentioned you played until day 5. I am curious if you managed to beat any of those days, and if you were able to get enough gold to unlock anything.

Thanks again for playing and taking your time to leave the comment.

Yeah I beat all the days collected around 30 coins, didn't really throw crates at them, I unlocked Dance and Bunny girl outfit but I don't think they're used yet anywhere, maybe in the later days? I also tried some abilities, the mirror room x-ray and coin collection but couldn't find how to use them, the passive abilities compass worked fine though. You're right there is an indicator bottom right that shows it's loading, I missed it cause I was looking in the middle where the start button appears since for days 1-3 it was instantaneous.

For the ceiling it was a room with a wall that you need to jump on a mushroom to go above, I could see the level both when I hit the ceiling from the mushroom boost and when I stood on the wall and jumped, this was right before a mirror room if it helps.

Developer

>Yeah I beat all the days collected around 30 coins

That's impressive, because I see most people struggling with completing main objectives, and collecting gold. I am proud.

>I also tried some abilities, the mirror room x-ray and coin collection but couldn't find how to use them

holding RMB with cursor over seals shows explanations for them.

for x-ray abilities you gotta hold X key and look around, but using them costs Gold, so they are better for larger dungeon templates after week 2.

Dance makes some guest placeholders move, but you also need to have at least Tier 2 unlocked in Fun/Lust Tower. Bunny Girl outfit has no use in the game in current build, sorry.


>For the ceiling it was a room with a wall that you need to jump on a mushroom to go above, I could see the level both when I hit the ceiling from the mushroom boost and when I stood on the wall and jumped, this was right before a mirror room if it helps.

I believe it's "Room_1x1I" (room names appear in right top corner of pause screen), but I am not able to clip the camera through the ceiling

https://files.catbox.moe/0bjxi9.webm

I hope it's not something that just happens on windows.

Thank you for your help

Submitted

It seems you have enough feedback already, I liked the tutorial. Keep at it. Nice work Webie!

Developer

Thank you

Submitted

Your Tooltip popup on the beginning is way too big. How much Text do you expect to write in there?

Starting a Tutorial begins with me in the Pause Screen? Is this intended? Because it doesn't feel intended. Also displays 'MultiJump' at the bottom and place a landing sound.

Why can I sprint through the Air? Thats really weird. Apparently I can sprint while crouching aswell, at least it seemed that way. Its super slow either way, and if its possible, its a pain to input with strg+shift. Also isn't this Game about going fast? Wouldn't a hold to crouch be better then a toggle then? 

Dashing seems to have a short stop at the end, getting rid of my current Momentum. That seems counterintuitive if its about going fast.

I'd also expect to vault over the tiny ledge in the tutorial automatically, instead of having to jump for that. Just as with the ledge climbing automatically when jumping.

Jumping higher from crouching beforehand also feels odd. Not something I would expect in a speedrun Game. For crouching, I'd expect when I start to crouch while running to slide me along the floor, keeping my momentum for a while, and to do something like in Warframe with that slide-spin jump thing to get super horizontal speed.

Mushrooms are Cute, the bouncing Sound is super cute.

The crouching onto mushrooms to boost me up into the Air makes more Sense tho.

The Slime pool slurp sound is disturbing.

The Vine Jumping feels odd, since they're such small patches. It would probably be fine if its more of a sticky wall with wallrunning and stuff, so you have a bit of freedom in space to orient your next Jump, with these small Vines, you again loose all your Momentum when on them.

Coin Sound is a bit odd.

Lava bouncing you instead of being like a Slimepool is nice. Can act as a good source of Speed I guess.

Reinforced Crates are odd. Why do you need another Crate Type?

I like that you can dash out of the Water, keeping your speed.

Falling faster when crouching makes Sense when thinking back to the mushroom etc. bounce boost on crouching. But it feels useless when you realize you end up in a crouched position which removes all your build up speed.

If you crouch on the Trap in the Tutorial, you don't jump very high, but are nearly stunlocked, so it took a bit to get out.

If I'm picking up crates etc. with LMB, shouldn't I also be able to interact with LMB?

Why are there 2 meters for the Jump? Isn't mana deduction enough already? Do you really need to limit it with Jump counter aswell?

Your Mouse doesn't disappear ingame, causing it to hover over the rather big Crosshair. At least sometimes. No Idea what triggers this, but I'm assuming its got to do with me tabbing out frequently to write this.

Why does the large Gap teleported turn me around? Landed in the Pool and had to move slowly back all the Way.

You also don't need the air jump to get over the corner Pool, you can just angle yourself without. 

The Milk regeneration should be explained right after you get mana, so you can place it after every Tutorial section.

The Tutorial itself is way too long and textheavy anyway tho, so I think that should be reworked.

Why does Powerjump stop your movement? Why do I have to further slow down my movement by crouching, then stopping to powerjump? Why are your Jump abilities thinks you swap between with the Mousewheel? Thats ridiculous controls.

Hover Jump is a lot more Fun to use and better then Powerjumping, but again, why do I have to alter my Jumps? And why does it forcefully reduce the full amount of required mana and then goes on a Timer?

Why don't you just have Multijump, which immediately removes one mana, when you hold down space, you instead start to charge your Powerjump, which only slows your movementspeed instead of stopping it, and reduces mana slowly instead of immediately, increasing high based on how much mana you consumed. And while in the Air, the holding starts your hover, acting the same way on the mana reduction. And get rid of the extra Jump Bars.

That way I can dynamically choose how to jump in a current situation, without having to toggle between jumps manually, and keeping track of the Jumpmeter, and being screwed if I end up just slightly short of a jump, and with just one mana bar, so I can't hover. In the suggested way, you could then just hold down space after your final jump to get that tiny bit of extra hovertime you need to make it.

Why do I have to click on the Heart to make a Guess for the Guest? Why not interact with the Guest itself? Is this just a placeholder?

Your Dungeon Entrance is black when more then a couple of Meters away. Looks like a Bug.

Didn't bother with the actual Game after the Tutorial, I'm assuming apart from some new Rooms etc. its the same as last Time, I'm not good enough to beat it in Time anyway, and the Tutorial really sapped the Energy out of me.

Sorry.

Developer(+1)

Thanks Tomo for commenting. You brought up many points I did not hear before, so I am going to have things to think about.

>Your Tooltip popup on the beginning is way too big. How much Text do you expect to write in there?

It's so in future I got space for images, I should probably change it until then.

>Starting a Tutorial begins with me in the Pause Screen? Is this intended?

It is, so players are aware they can change some settings in options, but maybe I should change that.

>Why can I sprint through the Air? Thats really weird. Apparently I can sprint while crouching aswell

It gives more speed options when it comes to more precise platforming when it's needed.

I may need to boost the overall crouch speed after all. Crouch is a toggle, because for things like crouching before jumping, or crouch landing it is just a quick tap (and with crouch landing you want to quickly tap it again before landing, so you don't stay in that state).

>Dashing seems to have a short stop at the end, getting rid of my current Momentum.

Dash is more of an impulse for short burst. It's mainly to be used in air, which still has some momentum. Keeping the whole momentum would make the dash more of a speedboost utility, and not a platforming move for changing directions, and quickly propelling yourself.

>I'd also expect to vault over the tiny ledge in the tutorial automatically

the first jump in the tutorial? It's about the same height as crates, so vaulting over them automatically when you get near them would be pretty bad.

>Jumping higher from crouching beforehand also feels odd. Not something I would expect in a speedrun Game.

It's an alternative to jump abilities that uses no mana, as long as your hands are free. If you e.g. was carrying a crate, then you would be forced to spend mana. That way if you play a manaless run, you would need to plan for "crate management" even more. The game is not just about running fast, but thinking fast on your feet, and adapting to different situations choosing the fastes/most efficient ways to progress.

>I'd expect when I start to crouch while running to slide me along the floor

I actually remember nodevcrab mentioning he would like to see a sliding mechanic. I never played a game with sliding, so I may need to look into it. Thanks for the suggestion.

>Mushrooms are Cute, the bouncing Sound is super cute.

>The Slime pool slurp sound is disturbing.

t-thanks.

>Lava bouncing you instead of being like a Slimepool is nice. Can act as a good source of Speed I guess.

but your gold gets deducted when you touch lava. (it can be used for speed in no gold runs)

>Reinforced Crates are odd. Why do you need another Crate Type?

It's a type of crate you can more, and place on e.g. lava, so you can advance safely. Reinforced Crates can also give more extra time in limited time runs.

>If you crouch on the Trap in the Tutorial, you don't jump very high, but are nearly stunlocked, so it took a bit to get out.

the way to progress thought that part without getting hit is crouching down by lava, jump , and dash above the trap to ledge grab

>If I'm picking up crates etc. with LMB, shouldn't I also be able to interact with LMB?

There are different abilities in the game that have different results that are not included in the tutorial. e.g "Ability: Siphon Crates" uses E to destroy crates, and gives much bigger rewards.

>Why are there 2 meters for the Jump? Isn't mana deduction enough already? Do you really need to limit it with Jump counter aswell?

Later in the game players will be able to have much more mana. Giving players e.g. 6 air jumps would be pretty broken.

>Your Mouse doesn't disappear ingame, causing it to hover over the rather big Crosshair. At least sometimes. No Idea what triggers this, but I'm assuming its got to do with me tabbing out frequently to write this.

I noticed that on some streams as well. I never happened to me so I am not sure if it is tabbing out, or if it's windows thing. Thank you for pointing it out.

>Why does the large Gap teleported turn me around?

I am not able to recreate that. That teleport should tp you with the rotation you were facing. Maybe you turned around as you were falling?

>You also don't need the air jump to get over the corner Pool, you can just angle yourself without.

Yes, it is possible to make that turn with a single dash.

>The Milk regeneration should be explained right after you get mana, so you can place it after every Tutorial section.

I can put it earlier, but I don't think I should have it before crates get introduced. I will need to think about that more.

>The Tutorial itself is way too long and textheavy anyway tho, so I think that should be reworked.

Yes, I think I will need to divide it into smaller sections. Making everything less textheavy is he hard part.

About jumps:

I wanted jumps to be fully separated from each other, acting more like guns in fps games, where you swap to a different gun for different situations.

The Multi Jump is supposed to be the most versatile of the three, giving you option to go higher, as well as quickly change directions you are moving in air.

The Power Jump is to have you sacrifice your speed, for large vertical boost. It requires more planning, and set up, but allows you to skip some vertical platforming altogether.

The Hover Jump is like the mix of the two in a way that it can boost you much higher, and landing with it is more precise, but it costs more Mana.

Jumps are not supposed t be combo'ed with each other, but with Dash. There are also Negative Seals (bad equipment) which stop you from changing them, or altering one jump ability, but not the others.

>Why do I have to click on the Heart to make a Guess for the Guest? Why not interact with the Guest itself? Is this just a placeholder?

There will be situations where there are multiple guests linked to one heart, as well as getting to the guest being much harder. I can also make it so that you can see the guest's face from one side of the wall, but you will need to get to the other side where the heart is to take your guess. So the hearts are not placeholder, but the NPCs.

>Your Dungeon Entrance is black when more then a couple of Meters away. Looks like a Bug.

It's a placeholder, same happens to traps which are also placeholders.

>Didn't bother with the actual Game after the Tutorial, I'm assuming apart from some new Rooms etc. its the same as last Time, I'm not good enough to beat it in Time anyway, and the Tutorial really sapped the Energy out of me.

Understandable, it's a really long tutorial when it is actually played by new people (If I don't do any reading, I finish it in under 2 minutes, so I thought it wouldn't take longer than 8 minutes to finish it normally). There are more Rooms, but there are also 80 Seals (equipment), which should make the game easier.

>Sorry.

No, no I thank you for taking your time to try out my game yet again, and give such solid criticism.

Submitted

ahoy Webcough

It's been a minute since I've played and I booted it up again today. In the spirit of fairness I treated the game as if it's my first playthrough instead of relying on old knowledge of Demo Days passed.

So,

The Good:
Your room design is great. When the dungeon crafts a nice pathway, it feels smooth as butter to play through. I'da thought it difficult to make good randomly generated dungeon where the main gameplay would resolve around speed/time trials, but it works. While some motifs repeated a bit, nothing felt repetitive despite having already played before. I don't think I've seen the same layout twice, except for the starting room. My favorites are still the water room, especially if it involves floating water. Your lever placements are very fun as well, I had one on the roof of a hallway which I thought was especially clever.

It's also clear a lot of thought went into first impressions/tutorials/whathaveyou, especially with the helpful overlay on starting a dungeon, telling you what's what. I think that's the #1 issue DD games face, since they expect players to understand complex mechanics from the get-go, and you've taken steps to make playing your game all the easier. 

The Almost-There:
New sounds are good, except some sounds like the dash are MUCH louder than everything else. Walking around and jumping a bit is great and the dash was at least twice as loud as everything else. 

The first screen, while not daunting anymore after playing a handful of times, is surely a nightmare to anyone coming here for an Adult Game experience.  The first screen (I think it was the Reception one) has 8 slides to go through, and most importantly, the first one isn't a "Welcome" slide. It immediately starts off talking about important game mechanics, without mentioning things that your game advertises (FPS platforming). I think a super simple, perhaps an expository "You are Mr.Bones and this is your Resort, you'll need to do a lot of jumping!" screen would work better than immediately talking about spending resources. This is made much scarier because of the immense amount of Tabs available. You've got 10 (+ Manage room makes 11) buttons on your first screen after pressing New Game. Surely somebody quit by now because they think this is a text-only management sim or something at this point, without ever making it to the great platforming. I think you can scrap all the tabs the player can't interact with immediately upon starting a new game, and put them all together under one tab, and try and IMMEDIATELY get a player to the platforming. Afterwards, slowly unlock (and reveal in the UI) tabs one by one. A new player shouldn't really have access to seals (or any modifiers) if he hasn't even completed his first baby steps run


I'm known for having weak UIs, so take this with a huge chunk of salt. Either way, I think your goal should be to minimize the overwhelming feeling a player might have on their first start. A minor thing would also be that Manage Rooms is perhaps useless? Clicking on a tab again should minimize the window anyway. I guess the only thing it does differently is that it allows you to inspect different rooms (backgrounds)

Moving on to gameplay, some Dungeon layouts felt like traps sometimes. The problem that happened to me was stumbling upon a large room, where reaching the end (or in my specific case, the top of a long winding ramp) offered very little rewards. I see that there's a door frame visual, which tells me a room could spawn there, but I spent a large chunk of time only to get 2 orange coin-things. It would go much smoother if this "hallway room" had a connected room following it, but instead it came up empty. Something I'm working on in my dungeon generator is trimming the end of a room if it's known that it has no follow up room. Perhaps that's something you could look into, since I can imagine a player focusing on speed would feel cheated since they spent a lot of time for very little reward.

Another thing to think about is how punishing falling off can be. The obvious one is the first heart mirror room, where if a player fucks up (which they might on their first heart room), they will fall down into the liquid (goo?), and will then slowly crawl through until they reach a vine to start back up. While it makes sense gameplay wise (you fucked up, you now have to slow down), I think it kills the pacing a bit due to how slow you move. Maybe the player can start off slow, but build up some speed until they move at 50% movement speed, instead of the 20% 


Either way, it's a clear improvement from before, and while I did write a lot, there weren't really issues I experienced but more like issues I think people will experience.

Keep it up!

Developer(+1)

Hey osur! Thanks for coming back for another build.

As you might be aware from threads, and playing the game, the ui and providing information to player is not omething I am good at, so your feedback is very useful.

I never realized the dash sound might be too loud compared to the rest. I will need to adjust levels some more.

Welcome screen would be yet another window message, but I agree it is necessary. I would like to have cutscenes in future, but until then I will need to go with more text... expect to see that next DD.

>The first screen (I think it was the Reception one) has 8 slides to go through

Yeah, it's my latest change. I decided to go with those explanation messages you can go read once, and then close them instead of having a wall of text whenever you enter Reception. My idea was that breaking all the information into smaller chunks of text would be easier to digest.

As for Jumping straight to platforming, there is the tutorial stage in the title screen. I am probably going to ask players if they want to play the tutorial before throwing them in the Reception whenever they start a new game.

I don't know about hiding more information on the hub screen, especially making players click more buttons to get to more tabs. I cannot really hide the bottom tabs, because holding right mouse button over them shows what you need to unlock them, but maybe one more click to do that is not too bad.

I definitely want to keep Reception, Sealing Chamber, and Dungeon tabs visible at all times, because they are the core parts of preparing and entering the dungeon.

>A new player shouldn't really have access to seals (or any modifiers) if he hasn't even completed his first baby steps run

Maybe I could unlock it after first day. I want to reward player exploration (as in them opening the sealing chamber, and changing seals right away), but it is true maybe I shouldn't let them do that if they don't have a point of reference being the first dungeon day. In past DDs, I saw many people skipping The Sealing Chamber altogether, so I equipped some Seals for the start of the game just in case they ignore it. Do you think I should change the starting Seals if I were to lock that room for the first day?

>A minor thing would also be that Manage Rooms is perhaps useless? Clicking on a tab again should minimize the window anyway. I guess the only thing it does differently is that it allows you to inspect different rooms (backgrounds)

Yes, that button is just for hiding the window so in future the players will be able to look at backgrounds. I got plans for making unique hub rooms, and NPCs inside them e.g. the reception is going to have a receptionist, treasury a treasurer, and so on.

>some Dungeon layouts felt like traps sometimes.

Yes, it is actually mentioned in some Template descriptions that they might have dead ends. It is fully intentional for harder Templates like "Maze" Template, which on its own I consider the hardest in the game. As for just bigger rooms that you might end up traversing only to find out they lead nowhere (bigger rooms, which you generally cannot see doors right away  I call BSrooms) can be made easier with Seal "Ability: Door Sense", and Seal "Radar: Doors".

>Another thing to think about is how punishing falling off can be. The obvious one is the first heart mirror room, where if a player fucks up (which they might on their first heart room), they will fall down into the liquid (goo?), and will then slowly crawl through until they reach a vine to start back up.

Falling into Sticky Slime Pools is not so bad when you know where you can get out of them. The Magic Mirror room has vines at the front, and back, platform in the middle, and end. I can see how new players who don't know those things can get very punished when they fall into them. I think in future I might make more Magic Mirror rooms, so that it is not always that one giant room, and have easier one put on starting Templates.

>Maybe the player can start off slow, but build up some speed until they move at 50% movement speed, instead of the 20%

That doesn't too bad. I see many people having problems with sticky slime pools, so I might make some cheaper seals to make them easier.

Thanks for all the feedback osur. I am unfortunately not going to be able to try out your game, because my pc fried last week. I really look forward to seeing it streamed, because it looks like you added a lot to the game. I might play it at friend's place in couple of weeks.

Submitted

The bad: Green sludge. I hate it. I'd rather you kill me in real life than make me wade through the antifun goop again. In the majority of cases the run dies with the goop so you may as well just kill the player outright. Tiny mushrooms seem to have a slightly too small hitbox. The mana regen, its not great but I get why it exists. However, combined with procgen AND nonlinear levels it becomes a nightmare. Having to slowly jog back through a room because you picked a deadend in a 4 way intersection which you had no way to practice or know about beforehand is infuriating. As you get better at navigating the rooms the game becomes less about solid platforming and more about guessing the correct path. Very few room tiles makes the macro-level navigating confusing and repetitive, though I imagine this will be fixed naturally over time as more tiles get made.


The good: Visually its quite nice. Hopefully more tilesets will be added in the future to break up the visual repetitiveness, but what you have now is good. Skeleton animations are good, let me finger gun even if there's nothing to interact with. The seal system is great, I can definitely see myself spending a lot of time messing with different builds ASSUMING route optimization ever becomes a thing, because right now due to the risk of time and monetary loss due to bad door RNG it feels too mandatory to play it as safe as possible with the timer. I did enjoy the general level loop of finding the static heart which tells you which of the dynamic faces you need to hunt for before backtracking to the start. When the game works it works well.

Developer

Thank you for playing and great comment.

>Green sludge. I hate it.

I laughed out loud when I read that. If They cause too much problems, there is a Seal ("Drain Sticky Slimes") to turn them off, alternatively you can use Seal "Ability: Vertical Dash" to get out of them.

>Tiny mushrooms seem to have a slightly too small hitbox

I play on with high mouse sensitivity, so what I do is I jump for the direction the small mushrooms are turned towards, and rotate mid-air to face the direction they are going to bounce me while holding sprint. They take time to get used to. If their colliders were large you would keep climbing on top of them instead of landing on them. I included a camera offset option, so maybe it could help playing around with that. I leave it at default, but I am obviously used to the game.

The mana is actually not as important as you might think. Mana less runs are possible. Using mana is good for taking shortcuts, but at least what what I noticed from watching some people play, they use it up when they don't need to, and then don't have it when it would be helpful.

>As you get better at navigating the rooms the game becomes less about solid platforming and more about guessing the correct path.

The luck element to generation is always going to be there. There are some abilities like Radar and X-ray Seals that can help a bit. Familiarizing yourself with rooms, and figuring out best ways to progress through them makes platforming easier, which really is what I wanted to achieve given the whole game is about memorization, quick thinking, and adapting.

>Very few room tiles makes the macro-level navigating confusing and repetitive, though I imagine this will be fixed naturally over time as more tiles get made.

I got over 40 different rooms now, but some of them (like bigger rooms) are not used on smaller templates, so it feels like there is even less. You are right, I hope it is going to get even better with more rooms I add, making rooms less repetitive. I also plan on adding decorations in future which should help make rooms more unique.

>it feels too mandatory to play it as safe as possible with the timer.

I can tell you with as much experience as I got, the time because much less of an issue. Some seals are more important than others on different Templates.

I plan on having more meta progression in future, so the game is also going to get easier thanks to some stat ups, but I have yet to implement any of the needed systems (side objectives, skill tree).


I am happy to hear you enjoyed the overall gameplay loop. Thanks for playing all the feedback again.

very interesting game, but i think the learning curve is too steep. basically, when you start, juggling precision jumps, the various possible movements, backtracking, memory minigame with remembering the guest face is near impossible within the small time that is given. i then understood the seals system which allowed me to get a ton of extra time on the hearts, got used to the dung designs and used to just letting the character motion bounce on the boxes getting the time and mana bonus and suddenly the game was playable, but i dont think many will have the same resolve... it was kinda like daggerfall dungeons: the first few times its an impossible maze, but when you get used to the modules and it gets much easyer. the thing that really makes navigation within the time limit possible is the doors. just speed through the doors that are opened towards you and its very likely you will be able to get out(something that i only realised after 2+hours of playing)... eventually the guests stopped spawning even though i had them unlocked so i'm not sure what happened there. i was also not able to unlock the treasury tab to get to 100 gold necessary for the elf so i got capped at 30 gold and unlocked some traits(dont know if they change the gobs, as they stopped spawning)

overall i liked the game, feels very fresh, didnt really see anything like this before. there is a lot of variety already, with different boxes, jump type(although i just used the default), enough variety in seals to try out differnt strats and addapt to dungeon types. the underwater effect is really pretty and the game visuals are very nice overall, although some parts of the UI need some work, like some UI elements are just too small to be readable, the seal list could use a constant font size and a scroll.

the slime is just too punishing for beginers. if you fall on it without mana, the run is over; i think it could be better balanced with the seal system, where you make it more punishing in exchange for PoP.

to sum it up, i think its already good and has great potential, but it's gonna filter a lot of people with how difficult it is and you basically need to know about all of the systems at the same time to make the run even possible: my first few runs i just didnt go too deep and just gave up on doing objectives entirely because as soon as i missed a jump or started to forget the dungeon behind me, i though: time to go back. and even playing like this i still could not get out on time. while learning i also had to restart the game a few times to get the smaller dungeon types.

Developer

Thank you for playing for so long and leaving this amazing comment.

>i then understood the seals system which allowed me to get a ton of extra time on the hearts, got used to the dung designs and used to just letting the character motion bounce on the boxes getting the time and mana bonus and suddenly the game was playable

It brings me great joy in knowing you actually started improving. I put a lot of effort into handcrafting rooms and placing crates, testing different scenarios, and angles. I want players to get better as they familiarize themselves with different rooms, and explore different strategies. Knowing you played for over two hours, and started understanding the game more makes me very happy. At first it might be getting to know different rooms, but later it's even recognizing templates, and coming up with best Seals for different needs.

>the thing that really makes navigation within the time limit possible is the doors. just speed through the doors that are opened towards you and its very likely you will be able to get out.

Yes, looking at doors makes backtracking easier, which is why there are Negative Seals which also close doors, make them open slower, or hide your vision.

>eventually the guests stopped spawning even though i had them unlocked so i'm not sure what happened there.

In current build there are only 4 different Heart Rooms with guest placeholders; 1 room with female goblin, and female eastern orc, 1 room with female goblin and female western orc, 1 room with female western kobold, and 1 room with female leporidae (bunny furry). Past day 3 rooms with goblins are not guaranteed to appear. My guess was you had a generation with e.g. only rooms requiring kobolds, but did not unlock kobolds, which is why there were no guests.

The idea is whenever you see a room with a Heart, but no guest you can interact with the heart to see its requirements so next time you are at the reception you will know what to unlock.

>i was also not able to unlock the treasury tab to get to 100 gold necessary for the elf so i got capped at 30 gold and unlocked some traits

holding right mouse click over the button shows the requirement for it (Mimic employee, costs 25 gold). There are no placeholders for elves in current build. You were capping at 30 because of your Negative Seals. The base Gold Cap is 150, but you gotta change your Seals.

>UI need some work

Yes, I agree. All the UI is placeholders, so eventually I am going to change them all, and yes the seal list will need to be changed to what you suggested.

>the slime is just too punishing for beginers. if you fall on it without mana, the run is over; i think it could be better balanced with the seal system, where you make it more punishing in exchange for PoP.

There is a Positive Seal, which makes them disappear ("Drain Sticky Slimes") if they cause too much trouble. There is also Negative Seals which makes them even worse ("Thirsty Sticky Slime Pools" Seal makes them steal Mana).


>it's gonna filter a lot of people with how difficult it is

Yes, I don't hide the game is hard. I expect people to fail, and get better at it. The mere fact it's a game with a timer is probably going to push many people away.

>my first few runs i just didnt go too deep

That's actually intended way to play. If you don't feel too confident, it is best to just collect coins, and make sure you return to the entrance, because penalties are punishing (There are Seals for them too).

>while learning i also had to restart the game a few times to get the smaller dungeon types.

There is also option before you start dungeon (Dungeon -> Dungeon Options -> Show Timer Options) to play with unlimited time (and only getting 10% gold) which can also help with practising. If you don't do Main Objectives, that option is always going to cost 0 Gold.


Thank you yet again for this really long feedback. The amount of time you put to really understand my game made me very happy.

Submitted

Separate jump and dash mana, and make them both refill like 200% faster. I spend way too much time just staring at a jump waiting for mana to refill.

No idea whats going on with crates. I think one might refill mana and one might give gold? Didn't realize you could collect coins with crates like mario shells until I went back to the demo day page and watched the gif's.

No idea whats going on with receptionist. I was able to correctly identify one goblin.

Mirror xray costs 15 gold! Thats like as much gold as I make in the entire dungeon.

No idea why all my gold keeps disappearing when I complete a dungeon. Maybe it has something to do with never going back to the entrance.

I like first person platformers, I eat tf2 jump maps, titanfall 2, enchained, minecraft parkour all day. But EVERY JUMP is land-on-a-tiny-crate, and that's not fun.

No idea why its an 18+ game.

Developer

Thank you for playing my game, and all the feedback. Here are some clarifications:

>Separate jump and dash mana, and make them both refill like 200% faster. I spend way too much time just staring at a jump waiting for mana to refill.

If you go to the Sealing Chamber -> Mana tab you can equip Seals which increase your mana, speed up mana regeneration, and increase the amount of mana regened. With equipment in pic above you can decrease the time mana regens from 5 second to 2 seconds.

With that said, every room can be beaten with 0 mana.


>No idea whats going on with crates.

Green Crates give extra time, Blue Crates give Mana.

>Didn't realize you could collect coins

Yes, you also get more gold that way.

>Mirror xray costs 15 gold! Thats like as much gold as I make in the entire dungeon.

Some abilities are more useful on different templates. There are templates which you can get over 100 Gold, and you can also enter dungeons with gold you save up. With Gold focused Seals even on smallest dungeons you can get about 60 gold.

>No idea why all my gold keeps disappearing when I complete a dungeon. Maybe it has something to do with never going back to the entrance.

Yes, there is a penalty for not returning on time, as well as penalty for incorrectly guessing the guest. If you have not changed your equipment, then you also have negative Seals which lower your Gold Cap to 30.


>EVERY JUMP is land-on-a-tiny-crate, and that's not fun

As mentioned above, it's actually better to use crates for throwing at coins, and not jumping on top of all of them. Many of those jumps are actually non-essential to progressing given dash, and 3 jump abilities. If you find landing on crates really hard, I also included camera offset options to pull it backwards.

>No idea why its an 18+ game.

Lewd content is going to be added in future.

Thanks for playing

Submitted
it's actually better to use crates for throwing at coins, and not jumping on top of all of them
every room can be beaten with 0 mana.

I guess you need to min/max for mana regen if you don't want to have to land pixel jumps.

Suggestion: randomize the wall color in each room to make it easier to back track

Developer

Thanks for the suggestion. I don't know about changing wall colours, but one of the things I got planned are more decorative assets like paintings, plants,and statues which would also be more randomized making rooms more recognizable.

If you play later days in game (I don't actually know how far you had gotten) there are larger rooms in the generation pool, so they also help break the sameness in my opinion.

>And remember to put all the clarifications in the comment in the actual game.

Yes, the information I gave you is already in the game in either tutorial, tips, and right click tooltips. There are many mechanics, and reading, so I doubt players are going to be able to absorb everything in short period of time.

I appreciate your comments very much

Submitted

And remember to put all the clarifications in the comment in the actual game.