This entry is incredibly well done! Really nice polish and atmosphere. Some typos in the text, but a nice variety to keep it interesting. I'm not sure if it's totally random but, I played a little past the first boss that the game hinted would be difficult. After that, the game kept giving me vials without much else to do, so I slowly died. It kind of reminds me of roguelikes in that aspect, which I think is the idea. In roguelikes, it's all about getting to the bottom of the dungeon, so I really would have liked to see a similar incentive here. Maybe there is an ending but at the moment it feels like you're doomed from the start.
Play loot-goblin
Loot Goblin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 4.186 | 4.186 |
Theme Interpretation | #4 | 4.349 | 4.349 |
Presentation | #4 | 4.349 | 4.349 |
Gameplay | #5 | 3.907 | 3.907 |
Originality | #7 | 4.140 | 4.140 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I really liked playing Loot Goblin. It's very polished, the pacing is excellent, love the fact that there are empty rooms. Though a few things:
- I wish Hordalot's health was closer to the combat log, it's a bit jarring keep glancing left and right between the logs and the health bar
- I wish I could see enemy health and strength. It's difficult to make tactical decisions without knowing if we are close to the end of the combat or not
- A number at the end like "number of rooms traversed" would help. For now, I've little ways of knowing if I did better than last run
- Controls are a bit odd, Instead of ctrl+alt+click, it would be ideal to have a trashcan tile.
I want to point out those are very minor issues compared to the high quality of the game though. Awesome job!
Very fun game, I love the aesthetic of a goblin in your backpack sorting your inventory for you, and the eyes following the cursor was a nice touch. The game reminds me of Backpack Hero, though I feel like there's enough uniqueness that it stands out. I feel like the pacing was a little slow, and would have liked an auto-progress option rather than having to hit space all the time, or at least a button to click since the rest of the controls are mostly mouse based. Also, an indicator of progress would be nice, as it was hard to tell how far through I was when I died or whether it is just endless, though the tutorial scrolls popping up in certain rooms makes me think there is at least a somewhat linear progression through the rooms. The text prompts were pretty funny, though due to the repetitiveness of most prompts I found myself not reading them after a while. Also, I would have liked a button to automatically move items to/from the combine area rather than dragging them, especially since if the sword wasn't lined up properly it would just ping back into my inventory. Overall a really nice game, sorry for the wall of text!
Thanks for your very thorough review! No worries about the wall of text, it's a good thing. :)
I agree with you that pressing space so often gets annoying, if I could change it I would indeed include some kind of auto-skip option.
Your suggestion to add a progress indicator is a good one. At one point in development we were going to include a gold-counter that ticks up when the hero loots rooms and enemies. The gold would basically serve as 'points'; a way to measure how well you did after each run. I think we removed the gold counter because of time constraints.
Right now the game is not endless, there is indeed progression and a genuine end to the game. If we were to make this into a full game, I think it would work well as a rogue-like, with endless procedurally generated rooms and levels.
Automatically moving items to/from the combine area is the kind of quality of life improvement that I personally value very highly, it is purely for lack of time that we didn't implement it. I would have probably made it work by shift-clicking the item or something.
Impressive amount of stuff going on in this thing. Some thoughts while playing:
Pace was a bit too slow for me to want to continue after failing a run. Potions being time-based when the rest of the game is very turn-based seemed off to me.
Wish I could combine my already-equipped items (or at least view their stats)
Having multiple music tracks to choose from was a nice touch, but they all sounded very samey to me.
Typos in the combat text were a bit glaring.
Really awesome presentation. Enjoyed it a lot! Reminds me of dwarf fortress logs :)
Pretty fun, I enjoyed the pyramid progression of weapons/armor. Music/sound design also is great. I feel like most of the potions aren't super worthwhile with how long they last though.
Game has a lot of little touches that made it really enjoyable: the hint scrolls, the funny event logs, the goblin's eyes, and clicking on the backpack to start the game!
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