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I didn't play this last demo day, so this will be a first perspective - the only things I know are from the thread webms and that the main focus is platforming to earn money to potentially buy a lewd goblin

So,

It's fun! The jumping feels nice and the platforming challenges makes sense. I like having gold clearly visible in a room, but no obvious way to reach it. The animations are a BLAST. Finger guns? Fucken beautiful. 

If the procgen wasn't mentioned, I wouldn't have known it's procgenned - the room layouts make sense and feel organic. Things make sense most importantly allow me to retain momentum. The only giveaway was the door frame showing up on walls - but to be fair, the same issue took me months to solve back when I had it. My favorite room was the water room that had floating water you could jump through. I also liked the crawling section with the 3 dart hole things that would shoot in patterns.

The jump/mana UI took me a bit to figure out, but when I did it clicked. I'd only recommend some sort of special indication when you fill your 3 orbs, since my issue is that I would often times have to check my status instead of knowing for sure that they just finished refilling. Maybe that could be fixed by making them a bit bigger? Or a color change

The main menu UI had some design choices I haven't seen anywhere that made me super disoriented. When switching tabs, the mouse would center on the screen instead of it being where I left off, and that would throw me off EVERY time, since I'd still behave as if it's down low and I'd flick that shit waay up and get confused. Same issue with how in a submenu, a button would shrink when selected to show it's currently selected. I would instinctively click the next one because I'd think that the bigger button is the one selected/highlighted, and not the smaller one. Some other issues were how if I click the reception tab, I'd have some explanation that I couldn't return to (or I didn't know how) from that window. I'd have to click another, wait, and then return to Reception to re-read it if I forgot something while doing reception work. Another minor detail are the inconsistencies- like how on the top part of the UI, "PoP" is explained on right click, but the explanation for "Fun" is simply "this is how much of it you have"

I'm not gonna comment on sections that are still work in progress, like the tabs and UI information being a lot to process since it's obvious you're aware and improving it - but some section could use a bit more clarification that could probably be done with just a sentence or two to specify.  What comes to mind is "Returning to the reception" quest on the first baby-tier level. I walked back to the starter room - now what? If I go back where I came from, it gives me a prompt that this'll end the day. Is that what I want? Usually, a game would fade to black when colliding with the destination to tell me I did a good job. It's a gamble to count on the players to confirm anything like that, especially if they're confused about where they should be. I ended up double checking the dungeon to make sure I wasn't being dumb.

Every other issue that I had was due to me not knowing the gameplay at the time and were resolved by just playing some more.

It was a lot of fun to play! I will be sure to give it another go next DD

Final score: You get to be a skeleton pimpin' out some goblin girls / 10

(+1)

>the main focus is platforming to earn money to potentially buy a lewd goblin

That made me chuckle. I am happy people still remember my webms. I was not able to post progress on 4chan in the past month, so I am happy I am not in the whodev territory.

I am happy you like the platforming, and hearing about people's favourite rooms feels great to me as the developer of the game.

>The jump/mana UI took me a bit to figure out, but when I did it clicked. I'd only recommend some sort of special indication when you fill your 3 orbs, since my issue is that I would often times have to check my status instead of knowing for sure that they just finished refilling. Maybe that could be fixed by making them a bit bigger? Or a color change

I imagine some audio feedback in future would solve this. They do change colour, so I am not entirely sure if I understand. Do you mean you would like an additional colour indicator for when you are at max mana?

>When switching tabs, the mouse would center on the screen instead of it being where I left off, and that would throw me off EVERY time

I hear you. I think I disable the cursor at transition (different rooms are actually different unity scenes), so I think re-enabling the cursor moves it to the centre of the screen. I will need to see if I can change that.

>I'd think that the bigger button is the one selected/highlighted, and not the smaller one.

That's actually something I didn't think would confuse people. Now that I think about it, I am not actually sure how other games do it. My logic was just that if one button looks different, than others, than that's the one being selected.

>if I click the reception tab, I'd have some explanation that I couldn't return to (or I didn't know how) from that window.

Yeah, I will be honest, that explanation window was the last thing I quickly added to the reception before the DD. As you mentioned, I am going to need to have a way for the player to open it from the reception, and not just exiting and re-entering the reception to see it again.

>Another minor detail are the inconsistencies- like how on the top part of the UI, "PoP" is explained on right click, but the explanation for "Fun" is simply "this is how much of it you have"

I am going to add a short explanation of it being a resource which you spend at the reception, thanks for pointing that out. It's good to get feedback like that since things that are obvious to me, are not for players.

I will try my best at adding extra explanations for any confirmation windows. Thank you for all the feedback. It is all very helpful, especially because you were completely new to the game. See you at the next DD