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A jam submission

Goblin HunterView game page

Submitted by Kazure Okami
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Goblin Hunter's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#1531.6801.680

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
I used the theme solitude. You play the role of lone Goblin Hunter who venges into goblins' lair and kills them. I wanted to use Cosmi Horror at first but i ran out of time before i could add additional content to the game.

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Comments

Submitted(+1)

Ah too bad the game is unfinished, you had a lot going on there. Nice use of AI to illustrate your story, however the text was too fast or too slow, and being able to press a button to get through it would have been nice. Combat would have been okay, but I took a long time to find out how to hit ahah. Steps are way too short, really have to mash the W key here. Nice that you a cutscene with the priestress too, more ambitious than many people!

Developer (2 edits)

Thx for playing and for your feedback. I changed the intro cutscene as you said. Now you go the the next page by pressing enter key. I made some serious changes in the movement as well but i think it needs some more fine tuning. Combat is the next issue i will adress. I cannot post the  updated version of the game until the voting ends but i want to develop this game to completion nevertheless.  I am also planning to make it a full game and if everything goes well i want to ship it with some serious changes on it of course.

Submitted(+1)

I guess I'm just going to repeat what everyone else said, so feel free to skip through the text ;).

Well, I like that the intro can be skipped. I guess if nitpicking the low res torch clashes a bit with the other parts although it looks pretty good out of context but overall the visuals are consistent, the sounds fit too and you've got the atmosphere right. 

I actually don't mind that the combat is button mashing, I think with this kind of real-time systems it's one way to make it fast. I think the attack animation could suggest it's how it works by simply restarting each time you press the button.

The steps are too small and there's a big delay after pressing Space to the point I hit Space, and other buttons, but still had to look for the page to know Space was the one button which did something.

Overall I don't like dialogs that you don't advance at your own pace. Opinions will certainly differ on this one but I'm not fan of seeing the player character during cutscenes, I mean I don't like cutscenes that much to begin with ;) .

Thanks for sharing!

Developer(+1)

Hey thanks a lot for your time for playing my game and writing this comment. I don't see this as repetation, you share your thoughts and observations and they happen to align with others. The more people stress the same issue,  the more it shows how serious that problem is.

It's not nitpicking, i should've chosen a torch model which is consistent with the rest of the artstyle of the game. If this was a commercial game, that would be an unforgivable mistake. It was kind of a panic move to use the first torch model i found without losing more limited time.

The combat system in my game is very rushed. It's protoype level stuff to tell you the truth. I am not happy with that by any means. It's the second biggest issue on my lisy after the movement.

It's totally cool that you din't like dialugues and cutscenes. Every person to their taste afterall. I'm not too crazy for cutscenes myself, i'm more of an enviromental storytelling guy, like in Half Life. But i think sometimes a cool presantation is a perfect way to introduce players to the story and to boost the presantation of the game. A recent example for this i think is Baldur's Gate 3. I also have to admit that i got kind of overexcited  about making a game which is inspired by the anime "Goblin Slayer" and renact some famous scenes from it in the game to add to the cool factor :))

Submitted(+1)

Great job with the camera work!

I would just echo things that everyone else was saying in terms of feedback, the movement is definitely where I would start!

Developer(+1)

Thx for playing!

Submitted(+1)

It's a shame the game is unfinished, I didn't finish my entry last year so I know how it feels. So my feedback here should be taken mostly as constructive criticism for what you should do if either you plan on finishing this game, or create an entry in next years jam.

The opening cutscene was mostly well done with nice art fitting sounds, though the text disappeared way too quickly on some slides so I couldn't read it all. Also it looks like the UI doesn't fully cover the screen because I can see the default Unity skybox at the top and bottom of the screen.


The artstyle of the game is mostly nice, I think I recognize all the assets used. Though I would suggest finding a more realistic torch and shield model for the player to use. I found that specific combo of realistic character and sword and low poly shield and torch to be really noticeable and kinda distracting.

The movement distance for the player should definitely be increased. I noticed in one of your replies here that you just used 1x1x1 cubes and had the player move 1 unit each time. I would change this to be 2 or 3 or even 4 units. Because the small movement distance makes the travelling fairly tedious, and I found it kinda confusing if I was in range of an enemy. Especially the goblins because they're so small. For context I made my movement system similar to how you describe, the player just moves 2 meters (in Godot meters anyway) in any direction if there's nothing detected blocking movement. But I basically just made the level out of 2x2x2 blocks, and the player just moves 2 units each time to reach the center of neighbouring blocks.

I would also suggest allowing continuous movement, and have the move happen when the player presses the key down, rather than when the key is released. It can be hard on the fingers having to tap so much.

The combat also felt unresponsive, there's a half-second delay between pressing spacebar and the attack animation starting. And I was unable to tell if I was doing any damage to the enemies. So I would suggest making the player attack animation much faster with a little *woosh* sound effect when swinging to give it some more juice.

I notice in the screenshots on the games page there are items in the hotkey bar, but I never found any items to pick up, maybe I missed them?

As for the positives, I like that theres an opening cutscene, and the the cutscene in the cave was very nice! I loved how it lead into the gameplay with the enemy positioning, I haven't seen that in another entry so far. The cutscene with the priestess was nice, though it also suffered from having the text disappear too quickly, and I think the black text on white background was too jarring with the dark cave environment.

The movement speed I think is good, just have to adjust the tile spacing and controls.

The environment was fittingly dark and atmospheric, and I like having the torch.

Sorry you couldn't finish this game, but I hope you take all the feedback from this game and try again next year!

Developer

Thank you very much for playing my game and for your extensive comment. Yes i want to finish developing this game. I spent a lot of time on it, i think it would be a great waste to abandon it in an uncomplete state. I added the intro on the last day of the jam so it was pretty rushed. I noticed the things you pointed out but it was too late to fix them at that point.

Assets are mostly from Unity Asset Store and Skechyfab. Yeah it was very stupid of me to pick a toon shader torch and shield while the rest of the game doesn't have toon shader. Firts thing i'll do is to change those models. 

Yes movement distance can be changed but i'll have to recreate the map from scratch because i adjusted the metrics of the map according to that distance. Since it gridbase movement when you change movement distance, everything is  misaligned. But i'll probably have to change the movement script and the map soon anyway. Current movement script is very faulty.

I agree you on the combat as well, it was very rushed. One of the top priority issues for me to adress. No there are currently no items on the map. In the jam version i wanted the player to start with a set of items but those items didn't appear on the inventory in the final build due to some error in the code i think.

Submitted

I can tell that you put a lot of effort into the visuals. That part was good. I was really surprised especially with the cutscenes.

I think the basic gameplay part of the game, such as movement and collisions, is not complete, but once that is fixed, we can expect it to be a good game.

Developer

Thx very much for playing! There is collision in the game actually but i ran out of time before i set it on the entire map. I am currently working on revamping the movement system.

Submitted (1 edit) (+1)

haha. I didnt know you were in this jam. Pretty good game

Developer

Hey thx man!  It's good to see you here, what a suprise!

Submitted

good to see you too

Submitted

Hey. Could I have your discord, just asking you don't have to give it to me lol

Deleted 236 days ago
Submitted(+1)

It’s unfortunate that you couldn’t finish it, as you have a real eye for a cinematic experience!

Some things I’d note would be to have bigger grid cells. In corridors that I thought might be 2 wide, I could move 3 spaces sideways – I’m not sure if maybe the player is on the boundary of each cell rather than the middle of the cell.

Anyway, good work; I’m sure you’ll get further in the next one!

Developer

Thx a lot for playing!

Submitted(+1)

Ah, shame that you ran out of time. In terms of graphics and sound you got quite far. As you mentionend on the itch page, you lost yourself in stuff like the intro (I assume), which cost you to much time. But I think many of us make these mistakes, so don´t beat yourself up over it. Next year you will do better. Just use normal sized blocks, so we can move more distance with each step :)

Developer (2 edits)

Thanks very much for playing. Yeah i fell into the overscope trap again. I wanted to make a game with a nice presentation and decent gameplay actually but my skill level and experience didn't allow me to accomplish that in the given time.  I made the level with the probuilder feature of Unity and set all the tiles(actually cubes)to 1x1x1 units. I don't know how other people coded the movement system but in my system, the movement of the player is not determined by the tiles,  player just moves by snapping 1 unit of transform position to desired direction. Since everyone criticized that the movement doesn't work well, i must have did something wrong there.

Submitted (3 edits) (+1)

The opening text with the nice pixel art was good, same with the cutscene when you first get in the cave. The text did go too quickly however. I enjoyed watching goblin slayer the anime so I was intrigued.  The graphics and models were good, excpet the torch felt a little out of place amongst the other assets.

Unfortunately the movement was slow and tedious. There was something that feels unnatural about how you only move when you let go of the key instead of as its pressed. The combat feedback was almost nonexistent and felt really floaty (this might be a unity thing I'm not sure but this isn't the only game I've felt this way.) It's clear this was unfinished as I could move through walls, I couldn't fall in a pit trap (i think), the enemies outside the first encounter were frozen/t-posing and I couldn't walk downstairs.

All that being said, this could with some elbow grease and polish turn into a cool fan game for Goblin Slayer. 

Developer (1 edit)

Thx for playing and the feedback! That wasn't a pit trap actually it was supposed to be a sacrificial pit where goblins throw humans to feed some eldritch creature :)  If i had time i would put another cutscene there and a fight. I got the trap from the anime too. At the end of the hall there is a staircase, when you approach the staircase it takes you to the subterrenean temple where you were supposed to meet the cosmic horror. That was my plan at least :)

Submitted(+1)

Your game has potential and could really shine with some more love, the concept, I love that you added cutscenes and a proper intro, but I agree that the text is too fast to read, especially if you you to look at the pictures. Also, the protagonist looks different in every single picture, which tends to be the case when using AI. The first time I launched the game, it froze at the end of the intro and I had to alt-F4, relaunch and skip the intro to be able to play.  Allowing to skip the intro is a nice touch though 🙂

I agree with others that moving is a bit tedious, it feels like you're moving half a square, and being able to hold the W key to advance would have being nice. I often got stuck in the middle of a corner and had to strafe to advance, so it didn't feel like a square grid. It also made it a bit hard to gauge if you're close enough to hit an enemy.

I was able to go completely out of bounds right after rescuing the girl, at the a corner where a shield and mace are stuck in the ground. It's also a bit too dark, which can make orientation more difficult if the dungeon where bigger.

There is clearly a lot of potential, and a lot of things you spent too much time on like the story, cutscenes and inventory can be re-used if you want to continue working on it.

Developer

Hey txh very much for playing the game and for your valuably feedback!  I think i should have designed the intro cutscene so that you can go to the next slide by hitting a specific button since every person's reading speed is different. The fact that the protagonist looks different in every slide really breaks the  immersion i totally agree. I need to find a way to fix that if i'm gonna use AI for this purpose in the future. I haven't encountered the freezing bug on my play test but it could have occured when you press space once before cutscene ends. I'll try to replicate that.

Movement issue is on top of my list of "to be fixed" issues since everyone in the comments pointed that out. I mentioned it another comment, there are actually no grids for movement in my game. There's a virtual grid for enemy movement.

You went out of bounds bcs unfornutely i couldn't finish making the level. The darknesss was intentional, not just for the atmosphere but also for putting the player in a disadvantage. You need to proceed carefully without being  ambushed by the goblins, at least that was my intent if i could've realized it. Yeah i wish i haven't spent 4 days for the inventory which has no use in the current version of the game, but yes i'll use it as i keep developing the game.

Submitted(+1)

I hope this is taken as constructive feedback, as it is intended.  I think that the screenshots look much better than the gameplay feels, which seems like there was an emphasis on polish before the core gameplay was really figured out.  

Developer (3 edits) (+1)

Thx very much for playing my game. I note all kinds of feedback especially coming from you. You are correct with your assessment. I didn't set my priorities right. I wanted to immerse the player into the story with cutscenes, but that took a good chunk of time. In fact i could still add a decent amount of gameplay to the game. I got the enemy AI, level design and all but as i said in the description i lost too much time on useless things. I worked on the inventory system for 4 days and there is no use for it in the game, there aren't even any items, i'm really angry at myself for that but hey we all learn from our mistakes right ?  At least that's what they say :))

Submitted(+1)

You are not the first to set priorities in an inefficient way :)
I remember doing this a lot myself, and I still do, but we are always learning!

Submitted(+1)

Movement is way too slow and it's irritating to have to keep hammering on the key to move forward. Combat also feels very slow. There's no feedback to know I'm damaging the goblins. Models look good, but are clearly not bespoke - the styles also clash. The text boxes are jarring when everything else is so rendered; maybe use a texture instead of white and something other than plain san serif font? I seem to have encountered a glitch after talking to the girl where no other actors were active.

Developer

Thx for taking the time for playing my game. I appreciate and noted all your valuable feedback. I am already aware of some of them. I'll try to fix them all in the meantime one by one. It's not a glitch, it's the end of content. Ran out of time before adding more

Submitted(+1)

The visual novel aspect was way too fast to actually read.  I played it through the itch launcher and when it got to the end of the visual novel it didn't actually move on to the gameplay section, so I wasn't able to play.

Developer (2 edits)

Thx for playing. Yeah, i couldn't adjust the time between the keyframes right. There was a bug in the WebGL version of the game so i deleted it  and uploaded Windows version. It's playable

Submitted(+1)

The atmosphere is nice and you the game has a great cave-like feeling to it. 

The movement are a bit staggery and is done in thirds of a tile it seems. Movement is fast enough but since input is not queued up and you cant hold a button to move continuously moving around gets rough.

Developer (1 edit)

Thx for playing and for the feedbacks. The method i used to do the gridbased movement is not very great to be honest. zooperdan also warned me that the player moves very short distance in every move. The thing is there is no tile in my game. Player moves one unit in worldspace when you hit direction keys and i adjusted the whole  level according to  this system. So if i make player move 2 units evertime, i'll have to recreate the whole level from scratch. I don't understand what you mean by "queued up" sry i am not a native English speaker. For the last part i think you are not supposed to  move continiously when you hold the direction buttons in classic gridbased dungeon crawlers if  i am not wrong. But again, i agree movement is not very great in the game.

Submitted (1 edit) (+1)

So queuing up basically mean you keep one input in memory. If you double tap forward key it performs first step, then when it is completed, you perform the second one. Only keep on movement in the queue though or player will find it non responsive, done that myself..

Developer

Oh ok i think i got what you mean. So it's basicly the player moves with a delay right? When you hold the w key, instead of moving forward continously like a FPS game,  it moves with for instance witha  0.5 ms delay everytime you move into a direction to give the grid based feeling. 

Submitted(+1)

no, that's not what I mean. Try my game and see if it makes more sense.

Host(+1)

Nice atmosphere. Unfortunately the game is too short and lacking several mechanics. I like that you added a nice intro and even had in-game cutscenes. I see what you tried to do here and I wish you managed to finish it. 

The grid size is very small which results in way too small steps from tile to tile.

Developer

Thanks for playing the game and for the valuable feedback!