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Goblinville's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation - how does it look/feel? | #4 | 3.938 | 3.938 |
Creativity - how original is the idea? | #5 | 3.750 | 3.750 |
Overall | #7 | 3.479 | 3.479 |
Entertainment - how enjoyable is it? | #13 | 2.750 | 2.750 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Had no issues in the latest firefox with a bunch of add-ons. Only bug was the login screen gets cut off at the default web player size.
No one was on but I planted a lambda of cabbages. Honestly really neat how far wasm stuff is coming along, despite the bugs others are reporting. Thanks for doing something so cutting edge!
I love the cabbage lambda! Wish I had been online to greet you. Thanks for trying it out!
Neat demo of goblins in action! Liked watching my crops grow
Thanks for trying it out! Sorry I wasn't online to greet you in-world.
Didn’t work in Safari, had to load in Chromium.
Looks great, and initially the network layer worked fine, but started lagging very quickly, and soon became completely unresponsive. After a server reboot, losing all data (!!!), we started over.
I planted a giant grid of cabbages. World of cabbages. If you pull a cabbage from a spot where it couldn’t spawn, turns out it becomes an infinite cabbage.
My visions of cabbage world conquest were cut short by lag reaching unusable levels again.
Front end worked fine, if only in one browser, network & server are seriously buggy.
Haha, a lovely tale of lag and cabbage related bugs. Thanks for trying! (and apologies for all the bugs)
Oh and re: Safari: Apple still has not shipped the bug fix to their Wasm tail call implementation that makes Hoot binaries work. I hope browser compatibility is no longer an issue by the next jam (which is something I said last jam, so we'll see.)