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Thank you for your feed back! I really appreciate it, and it helps me make the game better.

I'll play around with the jump heights. I worried when setting up that first jump if it would be too difficult. I wanted it to be a little difficult, due to the fact that that is like the "final boss" of this first build. You didn't miss much. Once you complete the jump you have completed the demo.  There is just a room with 2 goblins for animation viewing.

If you wait for the goblin to head towards where you're going, and time the jump when he hits the wall, and turns around you should be able to get it. You can also leave the area and then re-enter to respawn the goblins, if you don't want to wait on a birth. 

In the newest Subscribestar build I tried to do something about the teleporting issue. I realized as the map gets bigger you will need to be able to quickly get back to where you were. I still wanted getting caught to be a little bit of a penalty. So in the newest (current) sub build there is the ability to teleport back to a save point from the lobby. Once you pass a save point it will be available to warp to, if you talk to Jenny at the front desk.

As the game progresses you will get new outfits, that make the dungeon easier to explore. In the newest build you unlock the mage outfit. This was in the original test demo, and lets you hide while the goblins pass by. That way you can get to the other side of a goblin, without having to jump over them. The next outfit will give you a double jump ability that will pretty much eliminate the need to bounce on the goblins. Before that though, you will have part 2 of the mage outfit. (each outfit gets an attack, and an ability) It will allow you to fire a magic bolt that will let you kill the goblins at range without getting close. These things are not in the game yet, but are on the way.

During testing of my current build I changed some of the hit boxes to make jumping on the goblins easier, and I changed the "downed" timing a little to try and make it less frustrating. You will have just enough time to get up before being grabbed if you mash the "X' key, even if you are immediately downed again. So you can sort of limp along until you can free yourself. However, if you get stuck in a pit, and can't jump out, you will need to warp out.

A lot of things work better in the new build, including a rework on how the goblins function. Although, there are still QoL things I want to add.