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A jam submission

Goblin HiveView game page

We need orders, my queen!
Submitted by Uskprod (@UskProd) — 2 hours, 26 minutes before the deadline
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Goblin Hive's itch.io page

Results

CriteriaRankScore*Raw Score
Ambition#34.2404.240
Novelty#93.6803.680
Harmony#213.4403.440
Play#223.4003.400
Overall#243.2283.228
Horny#263.4403.440
Kink#293.2003.200
Stealth#342.6402.640
Narrative#352.5202.520
Sound#432.7202.720
Aesthetic#493.0003.000

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

i started early
Everything was done this month!

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Comments

Submitted

I'm amazed at how well everything works with how complex some of the systems must be. I love the idea of the changing and growing population, though I seem to get only the least horny of goblins on my rolls, lol. It helped a lot once I found the pregnancy toggles, which was I admit after an embarrassingly long time. It was fun to dig out a little tunnel metropolis and get all my goblins running around it, and the little interaction animations were a great touch. I'd love to see a fleshed out version with more to explore and do, great job!

Submitted

It's nice to see this type of game in the adult space. You have a lot of the base and I can't wait to see this game more flesh out.

Submitted

A very nice management game. It was cool to see my goblin colony grow and I given its style of gameplay, I could get into playing his for quite a while. The small animations were fun and the mechanics worked well. The music and art were pretty nice as well. This would be cool to see to get developed further. ~

Submitted

hah! really cute little game, I like the little animations they play when they do tasks, and really nice work for a month!

Submitted

It’s a nice sim game, and impressive for a month worth of work! I liked the AI, although it feels like all of the goblins try to do the same thing at the same time even when there are multiple tasks. I tried to get the vore action to happen just because there isn’t much to do, but even restarting the game several times to reroll for goblins with the required trait, it didn’t look like much was happening. I wish there was more to do, although I guess the hardest part of the framework is already implemented.

Submitted

I enjoy these types of games where you command your minions to do things for you and then watch them bow to your whims as you create a new civilization. It’s also helpful that the mechanics are kept lean, to avoid the impossible-to-understand Dwarf Fortress-likes. I am a big fan of the pregnancy and ability to make an army of constantly lactating big-titty goblins, though the on-screen graphics are limited to serving gameplay functions.

I would say the big problem is that there isn’t a point to the game beyond the intrinsic reward of playing with the genetic functions, which is limited considering the genetic descriptions and character sprites are templated. Even something simple like having to dig to a specific spot on the map, or having to make enough materials to repair your boat, would have created a tangible objective for the player to accomplish. Within the genetics mechanic, it’s difficult to interact with because of the simplicity of the breeding capabilities and the inability to sort your goblin list specifically for traits.

That being said, I appreciate the ambition in making a functioning genetic algorithm and functional goblin pathfinding, which can easily become nonfunctional if not designed properly. And I did enjoy carving out the world for a little bit, although there is not much content to enjoy at the moment.

Submitted

Looks promising and plays well. Would be cool to see this game be developed further. The idea is fun and I love the goblin designs.

Submitted

Great concept for a game. Not a lot to build, not even sure the food barrels are something i needed to build at all. The dwarf fortress style character descriptions were a cool thing to have.

Submitted(+1)

Very neat- there's a lot more I wanted from the game, but I really like the idea of world-sim voyeurism.

Someone mentioned the activity animations, and I agree, I think that's my favorite part.  Anything from Goblins talking to eachother, or rare happenings might make the early game waiting for more goblins interesting.

There's a million suggestions I keep thinking of, from menu-hotkeys, to job preferences - but all these suggestions just come from a place of wanting to see both more content and more polish.

Submitted

Very impressive game, the AI is great but the hunger/tiredness is a bit of a problem. Overall amazing framework and will look forward to this game's evolution!

Submitted (1 edit)

Very fun to play! I like all the attributes each goblin has. However, it would be nice to see the needs of each goblin, like hunger and tiredness, since I couldn't really tell my goblins weren't doing well until they died.  The AI also seemed really good, although i do feel like sometimes my goblins died  because they wandered a bit too far from the food and beds, and starved/exhaused before they could make it back. Solid foundation, I'd love to see it expanded!

Developer(+1)

Hey, thanks for playing, glad you liked it!

Dying of exhaustion when there are beds available is a bug actually. The way the logic is supposed to work is that they get one last chance to assign themselves a job to eat or sleep when they’re on the brink of death, and they only die if there’s no such job possible. But I just checked my code, and I messed up the one for sleeping. That’ll be fixed in a patch after the jam.

As for dying of starvation when there’s food available, that’s likely because all the food on the ground was already reserved for hauling to barrels by other goblins, and all the barrels were reserved by goblins planning to haul food to them. Barrels can be shared by multiple users, but the headcount limit logic is a little dumb, and is something I can improve.

Submitted

Ah I see, very neat AI! Its cool to hear how it all works under the hood.

Submitted

A colony sim is incredibly ambitious for a jam, but the basics are all there and it's a solid foundation for it.

The game has some of the more basic needs and resources necessary and what's present is handled well, it's nice to see the little cave house I built grow and fill up with goblins! My only recurrent issue with gameplay were that it could be a little tricky to select trees I wanted to cut as the selection box seemed to have to touch the trunk part of them, and not just the tile they are on, though that's a minor issue. It would be nice to have a stat page for the goblins when clicked on, separate from their longer dex descriptions, but I get that it's probably not a good time investment when there's not enough traits and meters to populate such a menu.

The music is very unique, and very fitting for this kind of game and gives me rimworld vibes, even though their music is definitely different. I love the little action bubble art, it's nice to get a visual on their activities, and the more lewd bubbles were very pretty too.

It's a small game, but any form of colony management and semi-procedural generation pulled off in a single month sounds very impressive to me!

Submitted (1 edit)

You made Dwarf Fortress, but horny.

Creating a full-fledged colony sim in just a month for a game jam would have been a pretty tall order, so it's understandable that the gameplay is pretty basic. But it's really impressive how well you got the agent AI to work in such a short amount of time.

The basic technical framework seems to be in place, but what's missing is content. So it would be really a pity if you wouldn't keep working on this project.

Submitted

Fun concept!  There isn't a whole lot to do once you overcome the initial survival hump, but just watching my goblins go around living their lives is kind of heartwarming.  And I'm always a fan of characters' appearances reflecting their various traits.

Submitted

I know that the amount of work needed to have a simulation game function smoothly enough to leave it playing in the background is incredibly high. The controls feel good, everything does what it's supposed to. I did not encounter any bugs at all.

Activity animations are fun, and not actually something that's common in these types of colony sims, they add an additional sense of action to what's happening. The music track fits the action and tone. The writing for traits and personalities is detailed, complete and extensive, though I didn't really feel too strong of a connection to any particular goblin. The game feels closer to an evolution sim than a colony sim to me, where the goblins are noteworthy as genetic lineages rather than individual characters. This isn't a bad thing, it can even be something that really sets this game apart if you want to continue development with a stronger slant towards that angle.

The genetics are fun, but require a bit too much continuous focus when there's not much else happening. Construction goals, hidden treasure areas to dig into, tasks that can only be done when you have the right breed of goblin, and similar things could be side-goals for players to pursue while they are trying to make a goblin with the biggest boobs imaginable.

Very impressive work, tackling something of this scale for a jam is no small coding task!

it's quite simple and with the only thread being hunger and the sex (but you don't choose where or when they do that) it gets boring very fast. and it feels like the sex is unneeded. but it looks interesting.