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A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 2 days, 6 hours before the deadline
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Goblin Resort's itch.io page

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Comments

Submitted

I have the same feedback I had a year ago, I feel super overwhelmed in the tutorial. It would be nice if maybe the tutorial was broken up and show to me between levels in the game.


The part of the tutorial that tells me a crouch jump is as good as a double jump seems to imply I should be able to clear those ledges with just a crouch jump. But I can't?

The heart menu looks like something I should be able to interact with but I can't.

I don't understand if I beat the tutorial. I never "went back to the entrance" even though I was there?

The cutscene is cute but some of the frames are hard to understand.

So this is a lewd game but you don't have any lewd stuff yet????

Oh man, now I have to learn what seals are. So many syssssteeeemmssss to leeearrrrrrnnnnnn.

So I already have a butt ton of seals equipped some of which have negative effects? Don't I have a say in this?? I guess I can unequip them all but there are so many and I still don't know how to play..

Why can't I choose the compass seal if it has a cost of zero? (I guess that's cost? The skeleton hand?)

There are cards too??? Cards and seals? And guests? That have tags? Jeez man you might have too many systems in this game. I dunno maybe it's someone's cup of tea. I'm super overwhelmed. I'm being talked to about all these systems and I haven't even done a real run yet.

Am I supposed to know what room in the map is the entrance room? The one with the big door? It's not very apparent.

ACTION SCREEN? ANOTHER SYSTEM? You are a system madman. omg this is so complicated.

It's good you have a button to open the tutorial again, but you need a way to close the whole tutorial rather than hitting "next", "next", "next"...

It wasn't clear to me how many spendy things I had to spend on actions. I just guessed that I had enough for the receptionist one. Edit: oh it's the top left one.

I like the bassline in the menu music

What is the lewd screen? I don't get what this does.

When I adjust the UI volume, you should play a UI noise with the newly selected volume so I know I got it right.

How do I put my gold in the chest?

My brain can't handle a new system... my eyes are glazing over trying to understand seals...

You might need some more menu music, there are so many menus in this game and they all have the same music.

Overall this game seems pretty fun and I can see how all the systems interact even if I wish they were drip-fed to me way slower. Looking forward to giving it another try at the next DD and going further into the levels.
Developer
Thanks for all the feedback frenchfriesguy. I will try to address every part of it.

I think the reason the tutorial feels overwhelming is because I try to prep players for anything.

The part of the tutorial that tells me a crouch jump is as good as a double jump seems to imply I should be able to clear those ledges with just a crouch jump. But I can't?
Are you telling me you were not able to beat the tutorial? I kinda went with the mindset of "If they cannot figure that part out, then the real game is gonna be too much", but maybe I overdid it.

The heart menu looks like something I should be able to interact with but I can't.

The right side of the requirements? Noted. That menu will need to be improved.

I don't understand if I beat the tutorial. I never "went back to the entrance" even though I was there?

Ok, this part tells me you were able to beat the multi jump part (right?). I guess I should rearrange the order of those doors. You did beat the tutorial, yes.

I wonder which cutscene frames were hard for you to understand.

No lewds yet.

Why can't I choose the compass seal if it has a cost of zero? (I guess that's cost? The skeleton hand?)

My guess is, you just did not have free slots. It costs 0, but it still takes a slot.

Am I supposed to know what room in the map is the entrance room? The one with the big door? It's not very apparent.

Yes to all of them. I will need to make it clearer.

When I adjust the UI volume, you should play a UI noise with the newly selected volume so I know I got it right.

good idea.

How do I put my gold in the chest?

You must first unlock treasury.

I am going to add more music to menus in future.

Yes, the game has many systems. Seals are basically equipment. You equip bad ones (curses) to earn points to equip good ones (blessings), and they all take up slots.

Submitted
Ok, this part tells me you were able to beat the multi jump part (right?)

Yup I was able to but if I remember correctly I needed to use a double jump. Since that part of the tutorial was describing crouch jumps, I thought a crouch jump alone would be enough to do it.

I wonder which cutscene frames were hard for you to understand.

Wish I could remember but sometimes the characters were a little too shaded so I couldn't tell what action or face they were making.

Developer

Do you think it would be less confusing if there were 5 wall requiring only crouch jumping instead? I released new update today, but I guess I should do something about that part of the tutorial for the next update.

Submitted

Yes I think that'd be perfect. Just to solidify what skill I'm learning and for me to know that my crouch jump was correct.

Submitted

-I like the new dungeon music, pretty chill. To commemorate it, I wore some sunglasses while I played for ultimate coolness.

-The mana indicators around the center reticle are crusty looking, and ought to be replaced/improved. It's been bugging me for a while, though I know it's a very small detail.


-Well done with the seals screen, easier to parse now. I think it's a good idea allowing the player to visit the screen every dungeon run, allows for easily switching things out without risk, and removing the possible tedium of rolling for it in the action planner.

-On the time limit screen, some sort of divider or more space should be between the pay gold for unlimited time and the pay gold for extra time options. I nearly missed the second option's existence since it all look like one big block. Though to be fair, that's mostly my brain assuming it was like last time when it was just the former.

-Typo: "Automatic Toltips", in gameplay settings.

-Dope, just realized you added a 3D map to the first room. Now I feel silly about recommending a 2D map solution some time back, 3D even covers vertical rooms. Well, I'm assuming anyways, haven't got there. Oh, and I didn't realize that the timer is now paused until you exit the room, nice.

-Found my girl's figurine, very cute, thanks again. However, I found out that if you throw a figure below you, you can stand on it and get a free jump. Probably not intentional, but fun.


-Got lost for the first time in BabySteps++, I was just thinking that it would be cool if you could choose a sort of 'continue to explore' option after timeout, so you can see how close you were, or to otherwise try to understand the layout you had. Though, that does go counter to the usefulness of the training room, I suppose.

-While in timeout(fail) state,  you can alt tab to access the pause screen despite being unable to open it there otherwise. This is bad, because resuming and accepting defeat will keep the mouse invisible until you restart the game. However, you can still press cancel run from the pause menu instead to resume normalcy. Though for the average user, they may not realize. You can also still press left and right in timeout state to get the camera tilt, which is a bit funny.

-Maybe I'm just missing a mechanic, but it's impossible to get over this wall if you don't have mana(It's just a green slime pit with green boxes). Crouch jumping on the boxes below don't give enough height to climb up. Though if it's intended, then fair enough.

-I wanted to try adding controller inputs to see what it was like, but it seems like the rebind system won't allow for it, too bad.

-Only felt like playing an hour and change, though I will say I enjoyed myself more than last time. Nice progress.


Developer

Damn Wierdox, that's a lot of feedback. Thank you very much. I'll try to address everything you wrote without quoting to keep the message shorter, than needed.

  • I am happy you liked new music. Playing with sunglasses must be very cool.
  • The retical mana indicator is just scaled circular boarders. They are placeholders, but I fully understand how they might bug people. I will make sure to change them for next DD
  • I am happy to read the seals screen works much better now.
  • The time limit screen will need to be overhauled. I always find it hard to fit everything I want in UI.
  • Thanks for telling me about the typo
  • The 3D "map" is a good compromise I think. It doesn't not give you the full picture, but it can still give some useful information.
  • I am happy you found your figurine. As for the jumping, it's actually a semi-secret mechanic intended for crates (you can run around with a crate, and then still throw it under out and bounce off it for extra height and more mana or extra time). I don't prevent the jump from thrown figurines, because I think it is hard to reliably execute especially under time pressure. I wonder if you were able to jump off it reliably during gameplay, or if it was just something you noticed in the entrance room.
  • About exploration after failure - That's sort of what the unlimited time option can be used for, especially when you combine it with custom dungeon seed option. In theory for some late game challenges, players could memorize whole dungeons, and then replay them later. It costs resources and takes multiple runs to prep, but it might be worth for some people.
  • About the alt tabbing - thanks for bringing it up. I made it so the game automatically pauses when alt tabbed, but I did not consider checking if the run already ended. I will need to fix that.
  • About the room you could not exit after you ran out of mana - you can reach the ledge if you crouch jump from vines to the left of your screenshot. You are not the first person who got stuck in that room thinking they soft-locked themselves. All rooms are "beatable" with no mana. Maybe I should pt a sign there reminding players about that.
  • about controller inputs - I guess you could cheat them with steam's controller set up or something, but I really don't think this game should be played with a controller.
  • Thanks for telling me you felt for playing for one hour and a bit. Given the game tests memorization, I don't expect players to play for much longer than that in one sitting. My plan is to give players "breaks" from dungeon runs in form of action screen systems and more cutscenes in future.

And thank you for the last gif. You played for about one hour and you still got new systems to discover (achievements and skill tree), which is about what I expected based on watching streamers in the past. I guess this is going to be one of those games, in which players feel new for quite some time ha ha.

Thank you for all the feedback

Submitted (1 edit)
I wonder if you were able to jump off it[figurine] reliably during gameplay, or if it was just something you noticed in the entrance room.

I did it a couple times, to middling success. It also saved my run when I thought I soft locked behind the green pooled wall. 

About the room you could not exit after you ran out of mana - you can reach the ledge if you crouch jump from vines to the left of your screenshot.

Now this I didn't expect. I never thought that you could crouch on a vine, the concept sounds foreign. If anything, I would assume crouching would lower me down. Maybe it is explained in the tutorial, but I didn't play it this time around. 

Developer

No, I only explain you can jump on vines. I did not specify you can also crouch jump on them.

It also saved my run when I thought I soft locked behind the green pooled wall.
So clutch. I wonder if your heart skipped a beat when doing that.

Thanks again for your comments

Submitted

https://www.twitch.tv/videos/2079948354

Continue being too stupid for this game. Apparently the only thing I remembered was to enable Sprinting, because apart from that I believe I was again confusing active and inactive seals initially, and was again thinking that the special jumps (1, 2, 3) are on rightclick rather than being automatically used when hitting space.

This automatic usage is driving me crazy, I keep losing mana because I hit space in anticipation of reaching a ledge, and then jump in the air. But be that as it may, there is a serious bug with physics, sometimes jumping has a random half second delay, I believe because it thinks it is still "glued" to a wall, as when hugging a wall, you can feel that it captures you and your jumps also are getting delayed, because they are now walljumps, or something. This snapping onto and away from terrain can be felt very often. At one point (55:36) I got completely stuck inside the terrain and could do nothing at all.

Feature wishlist:

  • Lewds for motivation
  • 90’s style raw FPS movement instead of modern-day autoparkour style
  • Customization - labyrinthine vs. execution based dungeon. I enjoy both the pathfinding and the jumping (apart from physics issues), but both being cranked to 100% is tough. Would be fun to play dungeons that are ONLY about pathfinding (labyrinths), or play dungeons that are just a series of linear jumpy rooms.

Speaking of the labyrinth aspect, I understand it is all meant to be a nice mental challenge, but having random visual variation (wall textures, props) in the dungeons, so that you can 'feel' where you are instead of tracking it in the head, would make game much smoother.

Aye, keep on grinding.

Developer

Thanks a lot for the video. I always helps when I can see how players play and what they were writing about.

I think you would do better if you played the tutorial from the title screen.

there is a serious bug with physics, sometimes jumping has a random half second delay. I believe because it thinks it is still "glued" to a wall, as when hugging a wall, you can feel that it captures you and your jumps also are getting delayed, because they are now walljumps, or something.

No, you just switched to power jump (41:15 and 49:01), which works differently - it expects you to hold space to jump higher, hence the delay. There are no wall jumping mechanics in the game.

At one point (55:36) I got completely stuck inside the terrain and could do nothing at all.

Yep, that's a bug. The Power Jump charge did not cancel when you entered the slime pool.

Lewds for motivation

That's the long term plan, yes.

90’s style raw FPS movement instead of modern-day autoparkour style

I do not know what you mean by that. With that said there are many movement mechanics you did not take advantage of.

Customization - labyrinthine vs. execution based dungeon. I enjoy both the pathfinding and the jumping (apart from physics issues), but both being cranked to 100% is tough. Would be fun to play dungeons that are ONLY about pathfinding (labyrinths), or play dungeons that are just a series of linear jumpy rooms.

There are multiple dungeon templates in the game that do just that. You just did not get to experience them, because you were mostly playing on Baby Steps++ (which is the last "beginner" template).


I understand it is all meant to be a nice mental challenge, but having random visual variation (wall textures, props) in the dungeons, so that you can 'feel' where you are instead of tracking it in the head, would make game much smoother.

More decorations are going to be added in future. Right now you can memorize colours of hearts on doors and room layouts. There are also reinforced crates and potted decorations and figurines on shelves you can pick up and place wherever you want to help you find your way back.

Submitted
No, you just switched to power jump (41:15 and 49:01), which works differently - it expects you to hold space to jump higher, hence the delay.

No no, I am aware of when I switched to powerjump (and did not fully understand how it works). I am talking about random delays in jumping. You cannot see it in the stream, because you cannot see the inputs. Even then it would be hard, because it’s just 100-500 ms, a clearly noticable lag when playing, but hard to feel when watching. It may be that the whole game is hanging, too, as it sometimes feels like frames are dropped as well. When it happened, I changed nothing about the selected jump, I did nothing, I just jumped a few more times and there was no lag anymore.

Submitted

As the game says, it's pretty challenging, definitely bit of a learning curve because of the all the different moves. Love the art style, characters and audio though.

Developer

Thanks for playing

Submitted

interesting movement options, solid 3d platforming all around.

two small nitpicks:
the levers to open the gates should pop up more compared to their surroundings, their colors kinda blend into the walls

also, the confirm and close buttons in prompts should be reversed? i think it's pretty much standard that "ok" should be on the right, and "close" should be on the left

Developer(+1)

Thanks for playing. The levers intentionally blend in, but maybe that's a bad idea for the tutorial.

i think it's pretty much standard that "ok" should be on the right, and "close" should be on the left


To me it was more of a Yes/No and I think Yes is normally on the left side. It's interesting you saw it differently.

Developer

Hello AGDG!

I got some big new content this Demo Day; Achievements (new objectives) and Skill Tree.

Devlogs since Demo Day 54:

https://webcough.itch.io/goblin-resort/devlog/676865/version-034

https://webcough.itch.io/goblin-resort/devlog/688084/version-035

https://webcough.itch.io/goblin-resort/devlog/690868/version-036

If you played Goblin Resort before and beaten Baby Steps++ template, you can jump straight to new content by choosing custom save profile and using cheat code “Aggy Daggy”.


I advice replaying the stand-alone tutorial fro the title screen as a quick recap (you can skip. Read them if you get stuck).

When closing the game, you can see your completion percentage. It would be great if you could post a screenshot of the details, so I can see how long it takes people to unlock what.


Guest placeholders that are in-game: goblin girls, bunny girls, eastern and western orc girls, western kobold girls, wood elf girls, dark elf girls. Good luck unlocking them all.

I hope you are going to enjoy playing my game