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A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 2 days, 12 hours before the deadline
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Comments

Played for a couple hours 

I understand why you want to have mana regeneration off at the start, but I personally like to not be too restricted with the use of mana. I turned it on as soon as I could.

Maybe starting in a higher level dungeon should also enable the other card sites automatically, to be able to change seals easier for example.

Talking about that, I think I got permanent boosts to mana regen at some point, that was pretty neat.

Game crashed while loading a level.

I came up with a couple tricks to get out of the tall heart room. I still think it is too complex though.

I ike the new cards, they are cool.

Not much else to say. I got preety far this time and also skipped the starte, sso maybe the video will be useful. Keep up the good work!

Developer(+1)

Thank you for all the time you put into this. I really appreciate it.

Submitted

First time playing it and only did the tutorial for now.  Might try more (SFW ver) later.  Can't complain about much since the tutorial did a good job of explaining things, though there are a LOT of controls to remember.  The crouch jump wasn't obvious at first.  I thought I had to time the "up" crouch and jump at the same time like in Half Life, but figured it out eventually.  Good demo

Developer

thanks for playing.. There is no nsfw content in game right now, so don't worry

Submitted

Goblin Resort has not changed much since I last played it, but it's good to know this game is still fun.

Developer

Thanks for the stream Mokudev

Submitted

I gave the game a try again, mostly to try the new movement with no mana because last time I maximized mana related seals and such.

I must say it works very well and it made me engage with some mechanics that I had skipped over in the past because there was an easier/faster mana based option. Also, some maneuvers are noticeably more forgiving now thanks to "Coyote time" which also helps save on mana. 

The only thing that gave me trouble were some mushrooms rooms, probably because of the odd shapes, but I think I'm getting the hang of it.

Now I can't help but feel that I'm missing something, but I can't really explain it. I think it has to do with the progression system because last time I unlocked most things and this time I only did a few runs with advanced dungeons but I didn't notice that much of a difference. After you have the seals that you like there isn't much reason to change them and new rooms mix up the gameplay, but new guests don't. 

Also, the only punishment for not bringing back enough resources from a run is unlocking things slower. 

The platforming is not particularly repetitive and remains interesting, but I would rather fail a run and spend a little more time getting a room right than go back to the gate to minimize resource loss for that particular game because I can always start another run right away and most of my money is in the bank or spent already unless I got really unlucky with the actions. Skill and knowledge are far more valuable than resources so why bother with playing it safe? Perhaps my perception is too unlike that of a new player at this point. 

Developer(+1)

Hey Bakar, thanks for playing.

The only thing that gave me trouble were some mushrooms rooms, probably because of the odd shapes, but I think I'm getting the hang of it.
Was it any specific rooms, or mushrooms in general? I actually made some changes to make them easier, so it is surprising to me to read you had problems with them.

After you have the seals that you like there isn't much reason to change them and new rooms mix up the gameplay, but new guests don't.
I have plans for implementing a task system, which is going to require players to complete side objectives/achievements with different Curses in use e.g. destroy x % of crates on y Template with z Curse. Tasks are going to reward skill points for more meta progression and advance story in future. I think this system should be introduced some time after the first 7 runs, but not earlier than that. I imagine it would take about 1 hour for most new players to get out of the Baby Steps templates.

Also, the only punishment for not bringing back enough resources from a run is unlocking things slower.
That is true. Current punishment for playing badly is taking longer to unlock content i.e. what I unlock in 4 runs might take 12 for new players. I want to introduce another fail state later in form of "Weekly Objectives", which are going to give you 7 runs time period to complete e.g. collect 200 gold in 7 days. Failing the objective would turn back time back to when the objective was given (I think turning back time is better, than saying it's Game Over and deleting hours of save). I might do it so you can fail it once, or twice. Just like the side objectives, I think the weekly objectives should be introduced way later when new players fail runs less often. I wonder how long it should actually take to introduce all systems I got planned. I do not know how many hours of gameplay it should take until the game stops feeling like a tutorial, which keeps introducing new things.

About your final thoughts.

I like the way you are thinking with valuing player experience, over the resources. The game can certainly feel like it has no risk if you just ignore resources. I hope the introduction of systems I wrote about above are going to make you worry about resources much more.

Submitted

I finally gave this a lot more time than I did before.

I still think there's way too much menuing but you already know that, some small things related to that though:

I still thing the action system is really nice.

Why the pause screen on tutorial start? Seems unnecessary.

The Fiend Slayer smugness level thingy when entering the dungeon would work better as a stepped slider than a row of radio buttons.

Talking about that UI, the jump from respect 4 to 5 seems pretty large.

The dungeon button at the bottom sticks around when you're already on the dungeon screen and  when you click it it just takes you to the same screen but without the button.

Now the gameplay. A big part of your game is of course to go fast but there's quite a few things that just don't work well for that I think and slow you down constantly. First of, anything involving crates. They're just too small. Bouncing on them is finnicky as well as picking them up. Even when I was sure I'd hit one I'd still often find myself in lava or slime. They break momentum and that just isn't much fun. When picking them up I found myself often just slightly out of range or slightly off-angle. Just make the collision check for that a bit bigger. Same applies to levers as well. Those should also be more visible, larger and more contrasting against the walls ideally. I also never really knew what a lever did since they're often away from whatever gate they open. Maybe have portal-style lines on the ground and walls. He Who Watches does it in a more fantasy style just fine so I could see it working here too.

Talking about levers, just let me use left click to interact with them, same with milk. I don't see a reason to have left click to pick up stuff an E to interact separate inputs.

I think the default choice of seals is terrible. I found myself soft-locked in the dungeon without any mana regeneration several times before I realized it's the mana regen -1 seal. I thought it would just slow it down, but there was just none. At least that one should not be default.

Related to that, the layout I started to get stuck in in Babysteps++. The jump in difficulty from Babysteps+ to that is just insane.  Needs smoothing out. What made it worse is that I had the bright idea to waste all my gold on costumes instead of unlocking bunny girls so I'd go into those suddenly too hard dungeons, often not even find guests and just run out of time (usually because I got stuck with no mana) or leave. This lost me money to the point that I couldn't unlock anything and just started a new save. How do you even lose money? Is there some daily fee? Does not finishing the main objectives lose you money? Couldn't make sense of it.

Oh yeah, make flower pots shatter when I throw them.

Developer

Thanks for playing. Sorry if my reply is going to sound very defensive, there are just specific reasons for many things you had problems with.

Why the pause screen on tutorial start? Seems unnecessary.

The idea was that showing players the pause menu would make them aware of it, especially the options (There was still one person who missed it), but I think you are right. It is probably not necessary for the tutorial.

The Fiend Slayer smugness level thingy when entering the dungeon would work better as a stepped slider than a row of radio buttons.
I found slider finicky when you just want to quickly switch to e.g. respect 4. It's one click, vs click and drag.
The dungeon button at the bottom sticks around when you're already on the dungeon screen and  when you click it it just takes you to the same screen but without the button.

I assume that happened when you closed the game when in on that screen and then loaded the save later. The button appears when your action points are 0, and I just don't check if you are already on that screen.

Crates

I have camera offset sliders in case you would like to see crates more in front of you when you land on them, which maybe would help.

They break momentum and that just isn't much fun.

I assume you mean they break momentum because you miss them. The momentum from bouncing and sprinting is better than just running.

When picking them up I found myself often just slightly out of range

Telekinesis range can be improved by both using Action cards, and using Blessing Seals (one of them is given to you after unlocking the Sealing Chamber). I guess you would still want me to increase the base range, huh?

Levers

Those should also be more visible, larger and more contrasting against the walls ideally.

Since levers outside of the tutorial mostly open shortcuts, them being more hidden and not visible is intentional.

Maybe have portal-style lines on the ground and walls.

Show Links Navigation Blessing in action
Talking about levers, just let me use left click to interact with them, same with milk. I don't see a reason to have left click to pick up stuff an E to interact separate inputs.
There are seals that have different interactions for those inputs, which is why for the sake of the sake of consistency interacting is with E for all objects and grabbing and throwing LMB.

Default Seals

I found myself soft-locked in the dungeon without any mana regeneration several times before I realized it's the mana regen -1 seal. I thought it would just slow it down, but there was just none. At least that one should not be default.
Every dungeon room can be beaten with no mana. I saw many testers wasting mana when they did not need to and then wait for it to regenerate in past DDs, I decided for the default Seals to make mana act more as ammunition to try make the point it is optional, and people shouldn't wait for it. I also wanted players to become more aware of crates.

I guess when it comes to height, my best tip is; crouch jump into ledge grab is as good as using mana for an air jump. The difference is you might not always have your hands free.

I think players also forget crouch landing on e.g. mushroom caps boost them more. Many far jumps are actually possible without mana thanks to lenient coyote time.

If you could tell me which room/part of the dungeon you think you got soft-locked that would be great.

Baby Steps++

It is not the first time I hear people getting filtered by that template, which is a shame because after that multiple different dungeon templates get unlocked. Do you think the difficulty spike is due to the room types that appear there, or the layout (it introduces just one side path between two heart rooms)?

How do you even lose money?


Getting hit by traps, lava, failing main objectives, and having more gold than your gold cap. Running out of time has the worst penalty, which is why going back to the entrance is much better, than risking completing everything when you know you don't have much time left. You click on the gold tab in summary after dungeon run to see the breakdown in more details.

just started a new save.

Oh? I think you explained your reasons pretty well, but I don't think that was a good idea. Action Cards allow you to improve your character, and you also unlock new seals, so I think sticking to one save would be more beneficial - you don't start a new save after a failed roguelite run, but you rely on gradually improving both in-game and out of it, no?

Oh yeah, make flower pots shatter when I throw them.

The main idea behind them is so you can place them anywhere to use them as "bread crumbs" for easier backtracking (probably not that apparent on early templates). There are also Blessings involving them.

Submitted

I found slider finicky when you just want to quickly switch to e.g. respect 4. It's one click, vs click and drag.

I thought stepped sliders were clickable. Either way it's just a small cosmetic thing, the buttons work.

I assume you mean they break momentum because you miss them. The momentum from bouncing and sprinting is better than just running.

Well that and in order to not miss them I start looking down and adjusting my speed to make sure I do hit them. I'm never quite sure I'm gonna hit a crate when I just run and jump at it.

I guess you would still want me to increase the base range, huh?

I would. The way I see it the base gameplay should be extremely solid and modifiers like seals should be there to spice things up, not to make them bearable.

that gif

How? Let me guess, it's a seal? For this I guess I can see it. I was thinking in the opposite direction though, after pulling a lever I wanna see what it opened.

I guess when it comes to height, my best tip is; crouch jump into ledge grab is as good as using mana for an air jump. The difference is you might not always have your hands free.
If you could tell me which room/part of the dungeon you think you got soft-locked that would be great.

Yeah it was rooms with high walls that I couldn't get over. I had completely forgotten about the higher crouch jump. The game just throws so many mechanics at you at once.

Do you think the difficulty spike is due to the room types that appear there, or the layout (it introduces just one side path between two heart rooms)?

I'd say a bit of both. The biggest obstacle I found were the new large mirror rooms. Maybe just introduce larger dungeons and harder rooms separately.

Getting hit by traps, lava, failing main objectives, and having more gold than your gold cap. Running out of time has the worst penalty, which is why going back to the entrance is much better, than risking completing everything when you know you

I see. I think It would be better if you could only lose money that you collected in the current run though. Going into the dungeon to scrape together 25 gold so I can unlock the trait I need to get bunny girls only to see the gold counter go down every time I exit is just frustrating.

Maybe the game could also nudge you to buy beneficial things at the start. Remember, the main problem was that  I wasted it all on costumes lol

Developer

I would. The way I see it the base gameplay should be extremely solid and modifiers like seals should be there to spice things up, not to make them bearable.
I get what you mean. I want Seals and Meta progression to feel really good, but I guess the base range is too short. (I want end game for you to be able to grab a crate that is on the other side of a room).

How? Let me guess, it's a seal? For this I guess I can see it. I was thinking in the opposite direction though, after pulling a lever I wanna see what it opened.
Yeah, it is a seal. I see what you mean. I though at best I would be willing to pop up a text with "something has changed" ha ha.

Yeah it was rooms with high walls that I couldn't get over. I had completely forgotten about the higher crouch jump. The game just throws so many mechanics at you at once.
Yeah, crouch jumping is very important. I gotta do a better job at highlighting that.

I'd say a bit of both. The biggest obstacle I found were the new large mirror rooms.

Damn, I did not expect that answer. At this point the Baby Steps templates should be going to *10+. Most testers I saw play for one hour are still on Baby Steps+ or ++. I am not sure how I feel extending the "beginner" part of the game. There are so many different templates after players are done with Baby Steps templates, and hardly anyone gets to see them. Later on I want to introduce a sort of a "quest system", but that would mean it should show up after like 10 hours into the game... I want this to be a long game, but it raises a question of how long a game should take before it stops introducing new systems and the player stops feeling like a beginner.

I see. I think It would be better if you could only lose money that you collected in the current run though. Going into the dungeon to scrape together 25 gold so I can unlock the trait I need to get bunny girls only to see the gold counter go down every time I exit is just frustrating.
You can unlock a Treasury Visit Action Card by buying Mimic employee, which can be used to store gold inbetween runs, so you wouldn't risk losing it. Pretty much every small dungeon has more than 25 gold, so I thought it would not be a problem to unlock Bunny Girls (I lowered her price, but I guess it was still not enough).

Maybe the game could also nudge you to buy beneficial things at the start. Remember, the main problem was that  I wasted it all on costumes lol
Bunny Suit costume costs no Gold, so that was not the problem in your case. I tried to highlight the importance of unlocking female guests at first, because they are needed for Magic Mirror objectives. I think what I am going to do is lock some reception tabs, and unlock them gradually.

Video Feedback:

I got motion sickness while playing the game. If you could add an FOV slider that would help a lot. Probably won't be enough for me but it would help a lot of people who suffer from motion sickness to a lesser extent.
Submitted
Deleted 247 days ago
Developer

Thanks for the video. The gameplay does speak for itself indeed. It is very useful to me.

If you could add an FOV slider that would help a lot.

Shame you did not check the options.

but I agree, if you get motion sickness, then it is probably not going to help you that much.

Didn't realise there were options. I guess i just assumed they weren't implemented since i didn't see the button on the introductory screen.

Developer(+1)

Yeah, I figured that was the case. The option button appears right next to the start/resume button on pause screen accessible by hitting ESC while in dungeons, and in right top corner of the action screen and other locations.

(1 edit)

Almost didn't play, because of the banner. Didn't expect such a game.

Well, I love movement games, and this one plays pretty nice, which is rare. Though crouching felt underwhelming. Love the aesthetics and hand animations. But there was so much text and UI involved... Played the tutorial and a single level, then quit. The UI clicking and reading just doesn't mix with the action.

Developer

Thanks for playing. The tutorial is more optional, than it used to be before. I think it is fine to jump right into the game, but at the same time, there are many mechanics I flt like they need explaining. Sorry I got burned you out by reading. Each Dungeon run only takes a minute or two after you get passed the initial introductions to all systems.

Almost didn't play, because of the banner. Didn't expect such a game.

T-thanks, I am happy the game is better than the thumbnail makes it seem. I plan on making new thumbnail at larger development milestones.

I might give it tomorrow another try. The other levels looked fun from the pics.

When it comes to a thumbnail, for me at least, I want to know what kind of gameplay or "thing" I can expect of the game. Doesn't have to be pretty, just getting the idea across.

Developer

I plan for thumbnails in future to feature story related characters, so I don't think they would give the sense of gameplay. I understand I only have one chance to hook players with the game, so I want to have a nice thumbnail after the game is closer to being finalized.

Submitted

Just played for a little while to see what's up.

New standard seal of no mana regen threw me for a loop at some points. Primarily due to accidently wasting mana with the wrong jump type was a bit annoying. Though like you said in the devlog it got me to pay more attention to blue crates and it was fairly manageable.

New sprint-in-air physics are interesting. In a lot of ways it didn't feel that different to use, but in others it's a real life saver, especially when you don't have excess mana to extend the distance of a jump. It also allows for more air control in general, so it's pretty nice say if I jump a little short for the mushroom in the goop.

Water heart room is pretty neat, very vertical.

Developer

Thanks for playing Wierdox.

I hope you got to see Pecunia figurine at some point.

Water heart room is pretty neat, very vertical.

Was it very difficult? There are multiple ways of getting out of it. I tried to make it clearer.

Submitted
I hope you got to see Pecunia figurine at some point.

Dang I didn't, must have gotten unlucky. Though I suppose it's deserved since I didn't play that long this time around. Might come back round after I play the other demos. As for the water heart room I think it's well done. Compared to other tall rooms it was easier to figure out what to do and easier to execute. Also aesthetically the room looks cool since it's symmetrical.

Developer

It was the first figurine that was seen on ArtieAllNight stream, so you an check the vod later, or I can post the screenshot if you don't find it.

Compared to other tall rooms it was easier to figure out what to do and easier to execute
Interesting. I did not expect that kind of response, so I am happy.
Submitted

Oh yeah I'm listening to this stream in the background. Found it in the VOD and it's pretty darn cute, if I say so myself! Thanks for the effort, I appreciate it.

Developer

I am happy you like it. I needed to go with different colours than your initial yellowish design, but I think she is still recognizable.

Developer (1 edit)

New things I worked on since last Demo Day:

New Starting Seals, Action Planner, Tutorial adjustments:

https://webcough.itch.io/goblin-resort/devlog/571016/version-0224

Movement overhaul:

https://webcough.itch.io/goblin-resort/devlog/576829/version-0225

Misc:

https://webcough.itch.io/goblin-resort/devlog/583590/version-0226

The game now has 13 Aggy Daggy figurines!