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gotthat

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A member registered Jul 01, 2024

Recent community posts

Hi, 

I like where you are going with Lord Goblin! This is my contribution into realizing its full potential by reporting some bugs and saying what I feel was hard, easy or just right in the game balance. I have the 0.23.2 version of the game for Windows downloaded from Itch. I didn't find any file named "save" in the game folder, so let me know where it is if you'd like me to share it to see my game state and better understand where my recommendations are coming from. 

Game mechanics and balance

The difficulty and pace at which I gained resources and stats ..

  • .. feels just right (would keep the current balance) for the following: 
    • Legitimacy
    • Villeins
    • Artisans
    • Laundry - At first when there aren't many other activities for the maids, laundry takes up a sizeable portion of the morning orders and then becomes less demanding and frequent thanks to the laundry room upgrades.
    • Lust, love and obedience
  • .. is too hard or almost impossible to obtain or too easy to lose for the following: 
    • Soldiers! I've only had a few events that lose a few soldiers and no events to recruit new soldiers. If Clione could train villeins into soldiers instead of helping out at the smithy, that would be awesome. It would also suit her character background more than smithing.
    • Dirt! OMG. I like that there's no laundry room analogy to sweeping that would make it easier to get rid of dirt and instead it just needs more (wo)manpower. Here are suggestions on how to balance it:
      • I would make it possible to hire villeins on my own initiative (not as a rare random event) from town to sweep the castle. It should have the same cost in gold and a little security just like in the random event. That would free up my maids for gathering whatever is currently most needed for development.
      • Another, more exciting option is to add random events that turn into a series of encounters that let me meet and win over one or two more maids during the game. It would be great to have one or two more maids in the late game to unlock scenes with and to focus them on sweeping, patrolling and milking cows. They don't need a specialty job, as their whole point would be to help more experienced maids focus on their specialties instead of sweeping. One thing a new maid could specialize in is training villeins into artisans. 
  • .. is too easy for the following (I gain or get rid of them much faster than I use or need them during the game):
    • Gold - just a little bit too easy. It would be enough of a change, if Clione's specialty would be training villeins into soldiers instead of earning gold in the smithy. 
    • Food - If you make milking an exclusive job for a new maid, then that might make food already just hard enough to gain.
    • Alcohol - I would increase the amount of alcohol that the current random events require.
    • Security - It's not too easy, but rather too static. I would increase the amount of security reduced by random events and increase the amount of security given by the watchtower, as it is currently pointless to survey the lands in the watchtower for only 1 or 2 security.
    • Portal Power - The current scenes should reduce portal power by around a half or a third as much as they currently do. I'd introduce new sex scenes that require higher levels of obedience and reduce portal power by as much as the current scenes. This way the player would have to do more rituals in the beginning of the game and as many as currently in the late game. This would also give a reason to go beyond 50 obedience, as currently there isn't much reason for that. This would also prolong the time it takes to earn levels of love and obedience needed for the rituals, as instead of doling out compliments and spankings the goblin is busy with rituals in the early game. But that should be fine. Then as this would increase the frequency of rituals, the amount of lust each ritual gives should be lower too. Otherwise lust will progress faster than love and obedience.

Bugs

  • I can't interact with a character that's sweeping the dungeon room in the evening. I should be able to, just like with other castle rooms.
  • Sometimes a maid's thumbnail is not shown in the castle when sweeping. When I click through every room, she's in none of them. I believe that the reason is because she's placed in Az'ea's study and as Az'ea is already there, another maid can't be shown at the same time. 
  • There's an HTML tag for text colour visible when the watchtower is built and you hover over the button to survey the lands.
  • It's a bit creepy when at the end of an animated scene a character fades out organ by organ and you can see their eyeballs and tongue hover after their head has disappeared xD
  • In some scenes the animation doesn't match up with the text. E.g. during Beth's boob job it's said she uses her mouth repeatedly, but she only does once at the start. Or that Delia's foot job speeds up, but it doesn't.
  • During dialogues between maids, they are often shown on the same side of the screen, overlapping with each other.
  • When there was a court event where two lords of neighbouring lands had a conflict and I asked Az'ea to investigate and on the next day she came up with an alternative proposal, that proposal was shown as a new option for me to select, but when I hovered over that option, the bubble that showed its effects on the right from the option was hidden behind Lord Goblin's image on the right of the options. Character images should always be behind the reward text bubbles. 
  • On the village map it's weird that some houses only appear on hover, while others are already there. While I haven't built either. If a ruined version of the house was shown instead of no house at all, then the player would at least know where to hover to see new building options.
  • I'm not sure if it's a bug or a feature, but during court rulings, some choices explicitly say that they might cause a future event, but some choices cause a future event without there being a warning and I don't like that. It seems to try to reward me for choosing less optimal but more morally just options. But if 95% of the time the future effects are exactly as shown and only 5% of the times there's a hidden effect, then I will prefer to rely on the explicitly stated effects and just get annoyed at the surprise consequences. If the game wanted me to always choose based on what I feel would be better as a ruler, then any future effects should always be hidden, not just in 5% of the cases. 

Other feedback

  • Art quality is great and really suits the game! Keep it up! I'd put some beautiful background on the menu screen that's currently white next to the yellow buttons.
  • Voice acting is really good. Would be great if more lines were voiced during repeating scenes like the rituals.
  • I really love the flashback scenes - they bring the game to life and I want to keep playing to uncover more about the characters. 

Good luck!

The scene with the monster hunter taking you along for a hunt for the white illithid seems to be way too early in the game, cause it's like 50 times harder than any combat before it. I suggest to postpone it by a lot

They're in the desert south of Dred Valley. The edgelord with spiky hair will go there trying to revive his sword and you'll get a quest to find him if you go to the Red Phoenix guild house.

I suggest renaming Town of Magic to something more unique, like "Celica", as she's the protagonist. I also think "Celia" would be easier to pronounce and a prettier name for her.

(1 edit)

After finishing Aurelia I wanted more. I needed more! Town of Magic delivered ^_^ Can't wait for release <3

This game has a really cool new concept, cool invasion combat system and sizzling hot animations. I hope it will thrive ; ) I'll give some feedback to help it grow. Following are things that confused me and need either an indication on the UI or need to be mentioned in a click-through tutorial:

  1. I found out by accident that the map view doesn't show the whole map but it can be dragged around to see more territory behind the edges. Arrow buttons at the edges of the map can be shown to move the map and/or a tutorial step about dragging it.
  2. The indicators of remaining actions and remaining days till birth can be guessed by their behavior, but an on-hover tooltip and a tutorial step would be helpful.
  3. When attempting exploration I expected to send a monster to each of the places I clicked to explore but didn't see anyone moving on the map. It's not obvious that the protagonist is the one exploring, not the monsters (until you see a sex scene of course). Maybe her location could be indicated with her portrait on each level of the map. On the overworld hexagonal map she'd be in the kingdom's hex, on the kingdom's map she'd be in the secret garden and on the secret garden's map or an invaded hexes map she'd be in the purple forest or wherever she explored last.
  4. It's unclear what does releasing a monster do and why does it add a week to the time it takes to invade a new territory? My first assumption is that releasing a creature will make it findable with exploration on this map and so its skin can be collected as materials.
  5. I assume that collected materials will add crafting mechanics. I hope that it will somehow increase the number of hearts I can use at the start of combat or maybe increase the number of actions per day a bit. Or unlock new sex scenes as the creatures would consider the protagonist to be of the same species as the skin she used to make a dress.
  6. I think that monsters that die in combat should be removed from the army. This way there's more risk and more thought needs to be put into invasion. Also it will bring more value to breeding.

wishlisting didn't change anything in the windows install of the Steam demo version

eight-legged creature is probably misspelled in the game. Should be Arachnid (8 letters) but there's only 7 letters in the game.

(2 edits)

You've got a nice dating sim going, but in the current version (0.40) there are two important problems to fix:

1. Currently the energy bar limits you to only 5 interactions per day. But you can have more than 5 girls to talk to, so you don't even get to talk to each girl once per day before running out of energy. This makes the times-per-day skill upgrades useless.

To solve this I recommend removing the energy bar mechanic and only keep the per-girl limit to interactions.

2. The second and bigger problem is that there are a lot of locations, characters and character scene menus (personal, group, etc) that can be clicked only to find out that there is no new content there. So literally most of my time playing is spent clicking around menus in search for any new unlocked scenes. If all of the scenes are anyway locked in a sequence behind some other scene and they are all part of a romance storyline with a girl, then players naturally expect to find a way to progress in that storyline by talking to that girl.

To solve this problem I would:
- Hide locations and girls that have no unlocked content (that I can't interact with yet).
- On each girl's page remove the personal and group scene lists. Unlocked sex scenes can be seen in the gallery and other scenes don't need to be replayable.Instead of the scene lists show just one button to continue this girl's storyline. If you need a higher relationship level to continue with the next scene in her storyline, then the button would be disabled and saying e.g. "Reacl hevel 4 to continue".

Look, whatever you think this game is at first glance - it's ten times that, and also nothing like that! Content-wise - I've been playing for weeks now and I might be nearing one of the endings. Quality-wise - I'm totally hooked and can't wait to see what'll happen next. It's funny, it's imaginative, it's sexy, it's scary, it will keep you guessing. The pacing is great, the writing is saucy. Each character actually has a distinct and memorable character. It just keeps getting better and better! And I already can't wait to explore other decision branches after I finish my first playthrough.