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A jam submission

GobblinsView game page

Reverse sushi-train, conveyors take customers to the food!
Submitted by Radsi Jay, Nahte101, Relina — 5 minutes, 10 seconds before the deadline
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Gobblins's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#44.3894.389
Audio#223.8333.833
Overall#253.8193.819
Graphics#254.0004.000
NES Feel#633.0563.056

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This was great! The tutorial was very elegantly done and knew when to start letting me figure out the new mechanics on my own. That last puzzle especially had me scratching my head for a bit!

Submitted

super cool concept and also very good implementation!
thought outside the box and it worked out very well. i like the little thing like angry goblins making a different sound when they enter, good attention to detail.

Submitted (1 edit) (+1)

Only good goblins get cake! Took me a while to figure out some of the tricky levels but they were really satisfying when I finally got it!! I love the complexity in some of the levels from such a simple premise!

Also really love the UI design. Everything felt really responsive and had great control with just the NES button layout. Great work on that! It was super polished.  Also it was very really authentic to the NES with art and sound design.

I really don't have much critique except maybe it could use a few more tutorial levels with text to introduce the concept of killing some goblins in order to pass. Another thing was not quite understanding the win condition. Was the goal to get 5 happy goblins to the end, or was it to get a certain percentage of them? One last very minor note is wishing the level number displayed in the game too, so I could easily tell you which levels were my favorites by number! There were a couple levels I really enjoyed solving.

My least favorite level was the one with the portal maze. While I did like the portal levels in general, this one was kind of  just a guessing game to figure out where each portal connected... and that just took a few rounds of trial and error to figure out but didn't require as much strategy and puzzle solving. I REALLY liked the cloning mechanic though and the "aha" moment from figuring out those levels was the highlight of my play session.

Really well done, I thoroughly enjoyed my play :)

Developer(+1)

Really glad to hear you enjoyed the game!! Spent a lot of time working on the polish so I'm glad it paid off!
And yep, you're definitely right that the win conditions aren't explained very well in the game. If we keep working on it I'm sure we'll add some more details in. 

Every happy goblin that goes through the exit increases the hidden background score by 1, and every angry goblin decreases it by 1.  After we designed a puzzle, we would check what the maximum and minimum possible scores are for a level, and those would be used as the thresholds for 0 and 5 stars. This is why on some levels you actually start with more than 0 stars, since it's possible to lower your score in the level. I was also tempted to try design a semi-hidden secondary objective where you can try to get the lowest score in each level, which is why you may have seen an "Ultra Fail" endscreen if you finished a level with 0 stars. Didn't quite finish implementing that though, especially since it's pretty easy to get a low score on some levels. Though in others it's actually harder to get a low score than a high one!

I was a little bit uncertain about adding the portal maze into the game for the exact reason you mentioned, isn't really a puzzle as much as it is a guessing game. Ended up leaving it in after one of my girlfriends said she enjoyed it though.

The cloning mechanic was something I wasn't even sure I was going to have time to add in, but after seeing the positive response all of the cloning levels have received, I'm very glad I managed to get it done! It does open up a remarkable amount of possible puzzle design.

Thanks for the long comment, I really appreciate it a lot, I'm sure the others in my team will too!

Submitted

Yeah the cloning mechanic was really well done, and also really impressive all the systems interact flawlessly without any bugs at all. Really good stuff.

And for the record, when I say it was my least favorite, it's like a 7/10 and i still liked it, just a little less. I enjoyed pretty much every level to some degree :)

To me the portal maze felt like a little break, , since it was pretty easy and a bit different than the more traditional puzzle levels. It might work really well if it was a recurring bonus level where you can get a little reward for good luck, if there were any ideas for powerups or special items.

Submitted

I beat all the levels, although the comment below that the goblins dying is no big deal greatly helped me as I was stuck there with absolutely no idea of what I should do.

The game is cool, I like the lighthearted settings and the somewhat over-the-top sound effects. The game controls well enough and the levels are varied with plenty of fun and unique ones, I greatly enjoyed my time with the game.

Submitted(+1)

This is a really charming game! You implemented a lot of intuitive mechanics for the track placing and made really effective use of the range of input options possible with such a limited amount of buttons, great job!

Submitted(+2)

Great game! The UI and tutorials helped make the controls intuitive and the art and sounds were really nice. 

I got stuck for a bit on level 8 before I realised that blowing the goblins up doesn't lower your rating. The portals were a little annoying since there was no way to tell where they would go without trial and error as far as I could tell (Fast forward was helpful though.)

The level designs were great, I especially loved the cloning mechanic in the last few levels which made for some really clever puzzles!

Submitted(+1)

Awesome work! The puzzles are great and interesting. I love that the sounds of the track and devices make a little song! I definitely had a few really satisfying "ah-ha!" moments during my playthrough!

Submitted (1 edit)

Great puzzle game, it fails on the Nes feeling, too many colors
But it is a pretty fun concept
Also i love how the rythmic sounds of every feedback make music

Developer(+1)

Thank you! Glad you enjoyed it, and we were pretty happy with the accidental music-like background sounds too! And although we did use a different colour palette, we actually used another palette that has 55 colours, same as the NES palette provided for the jam. Interesting that it seems like there were too many colours even though we were limited to the same palette size!

Submitted

Ohh thats probably because nes admited just 4colors  or 3 colors + alpha for each  tile (8x8). 

Anyways great project! 

Submitted

This game is very charming and fun, for what I was able to play, unfortunately, I got stuck with the junctions.

I love the artstyle and the music, it's such a shame that I can't play more of it

Developer

Thank you, glad you enjoyed it! I'll definitely have to write up some external instructions for the junctions. The level that introduced them went through several iterations with us trying to make them easier to understand, sucks that they seem to be such a confusing point so early on...
Basically a junction allows you to control the direction of a conveyor during play mode. The direction of the conveyor will swap between the two directions the the blue arrows point. When you place a junction, the blue arrows point towards the original direction of the conveyor, and the direction you select with the purple arrow. If you press the place button multiple times, it changes the DPAD direction that controls the conveyor belt during play mode.
So once in play mode, check the lil DPAD icon on the junction, and press that direction to toggle the junction!

Submitted(+1)

Nice! The controls list seemed daunting at first but once playing the game it felt natural and was explained well.