Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

WebCough

656
Posts
152
Followers
43
Following
A member registered Mar 06, 2022 · View creator page →

Creator of

Recent community posts

That's a nice goblin. Cute and pointy nose. It's always fun to see your progress posts.

I remembered the name of the other game I mentioned

it was

Spire of Slime by Houtamelo, you can find it on itch

It happened on this screen:

I managed to get all Unlocks, and I had two Green runs.

The 100 HP required a lot of farming. The build I used:

This fight gave me flashbacks

By the way, yellow build pic related

is super strong. I could just keep pushing bouncers back without losing health and I don't think any enemy could counter me.

My unlocks:


I wanted to play your game and give you proper feedback (especially because I really like SAP). I recorded a video of how it went. I do not think it is going to be very useful

https://mega.nz/file/vNNARBgD#TITy6qC58EphFjcKpr06elXEHJ-xthPH4erLvFdMKQw

My guess is the game is multiplayer only just like super auto pets

I got Filtered by level 6.

I think it could be split into 2 levels since getting to the right side is already quite tricky.

I got to level 6 with 12 deaths
Nearly 200 deaths later, I still couldn't finish that level
This idle pose is really cute, but I do not understand where all that pink comes from
This game really needs audio. The only excuse I would accept at this point is if you are deaf yourself, and you plan on commissioning some audio guy at the very end. With that said, you should really add audio sooner, than later. It is another thing to test after all.

The respawn effect is really cool, but it can get quite intense with as many deaths as I got.

I played quite a lot and majority of my wins were with red symbols. I only had one successful run with blue. I never managed to make green builds work, especially with how first boss can completely counter it.

I think the last cutscene fits the theme of the game very well.

I never figured out where I put custom seed in.

I like how start is more consistent with same symbols, but it really makes me want to go red a lot. //////////Pivoting to other builds can be quite challenging.

Cost re-balance is good.

Pinball is more likely to not lose me tokens anymore (I still lose most of the time)

Space Invaders is still way too hard.

Majority of the game is spent in first level

I do not know if you changed anything in code, but it felt like I had bad map generations more than the last time I tested the game. By bad generation I mean long blocks which require me to run all the way down and around

I got some screenshots of my victory symbols for you (the game has no victory screen anymore, so I had a good feeling to take these screenshots before final battles):

This was my first run and first victory
The Purple Red fist seems quite powerful for the first level. The only time it can be bad is when a boss fight goes for too long and I get - 15 power, which I cannot remove.

Angry Meal is still very fun and I always like it when I get the red yellow symbol.

more of the same kind of build, but just look at how much money and gear I had!

Better screenshot without obscuring the top part of the screen with symbols window

And that one was my only "blue" victory. I had many more interesting runs, but they did not make it to my "hall of fame", by the way you should totally add some sort of "Hall Of Fame", so players can check their past victory symbols and gear.

The game gives the best results when you just make the best out of what you are given, and most of the time you are not gonna get given enough or things that synergies. If a player tries to force their way with their own plan, it might end u very frustrating.

It makes sense. Branching in shaders can make huge differences the more convoluted they get. I am happy you managed to solve the issue. As for discord, I was in the same boat, but everyone I know uses it.

Here you go https://mega.nz/file/mF9yhTLK#H9wThQ8agn17ETP9TI_Qj3DGDzJx0cO-7-23jL0QgJk

I am curious what got changed. I also added a small message if there is ever any need.

I am on a laptop, but it has GeForce RTX 2080 with Max-Q Design.

Processor is Intel Core i7-9750H CPU @ 2.60GHz x 6

Memory is 31.1 GB

My reply was fast because I just noticed it. Normally it might take days until I reply during the week. If you got another built to test after you figure something out, then I can test it for you when I got the time.

I am sure you are going to be able to improve your tooltips. Healing items with just "heals x % health" would be enough.

More importantly, here is the quick test on the version you uploaded https://mega.nz/file/OcNiWThJ#Ku2KxPDlZ5wV3p1WkjWdc1_u5CFS7maH6XDJZLwIzAo

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.

I saw thumbnail of your game on f95, so congratulations on that.

I am not into VNs, but it being comic based and about sexy robots sure got me intrigued.

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

i can't think of a better way to handle it

You could maybe have an icon for number of skill points/slots next to the $

Here's a video from me https://mega.nz/file/zJNwmZAD#SeS9iPxmpi7IEsssP5j708_vS6bKUtzTMLVV8Uvapwo

You know how it goes, here's a video from me:

https://mega.nz/file/CIFzXJjS#nNMlR5hh0hUMQRvY9hvSzOEl2CF5rM3-vut80AaGMoE

It's always fun to playtest your game. Any feedback I got for you s mentioned in the video, but it is probably mostly for your entertainment. One thing that is probably the most important is that one weapon I found which kept dropping my frames.

I come back after more playtesting


One thing, which bothered me

I don't think there is any UI indicator telling players attacks take up 2 skill slots.

Some victories:

this one was on easy
another easy run

The Easy difficulty is as easy at it should be, but the Normal seems quite hard. Also the ogre boss really forces players to go into multiple attacks and stuns, preferable stuns.

Here are my win rates:

I lost way too many runs on Normal, so I played more Easy for testing.

I played another run yesterday and got new record


More importantly, I experienced a bug. On wave 15 my blue orb stopped regenerating. I thought that was a feature, like the difficulty going up on that wave, but from wave 16 onwards I had infinite blue energy.

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.

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

Maybe with controller joystick it is at least gonna be better than keyboard, but I like how the game can be played with a mouse.

I am happy you enjoyed the videos and find them useful.

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.

I played in Brave browser. I love that you are adding these little story sequences. It was hard to tell when they were over thou.

It was also nice to see what kind of future stages you have planned. I chuckled at Shrek, also crazy goblins infiltrating orc camp with trebuchet.

I read your response to The Gun IS Good dev, and I understand why you want players to find everything in right order (we also talked about your plans with branching endings last DD). Last DD I also mentioned Perky Little Things, which allows to get many items in semi-custom order, but it also makes other available based on what you found. It was also about first finding an object, and then using it on correct person, prop in the stage.

Does the flying feel responsive or unresponsive? Does flying feel easy or hard? If you played a previous version, how does the flying compare to the previous version?

What control scheme did you use (gamepad, mouse, keyboard)?

Keyboard footage:

https://mega.nz/file/vV9nha6L#AoCy67xijqYxMsGL3r65l9KnqpvUo3n-8zdT7BAcdT4

That was the best attempt with keyboard. I played 3 keyboard runs before that which they ended at wave 1.

After that I moved on to testing mouse (It's a shame I needed to restart the game to change my controls)

Mouse footage:

https://mega.nz/file/PAklwaYI#OxJi3WuZd5Cdb55HxS-AldxoHb4pyQyqjzh9-tTtmsQ


I did not test with a controller, but I bet it would be as bad as keyboard at least for me. Mouse is definitely superior.

I think flying with mouse feels better compared to what I remember from the last time I played your game.

I think it would be nice if there was an ability to quickly turn around. It could use the blue energy, and use the same input as the echo together with flap input.

I think it would be cool if there was a scoring system and not just wave count. You could give extra points for quick wave clears and getting double kills (it was fun to get them).

Your new lighting makes your characters look metallic, but you already know that.

The first Mouse death was some bullshit. The last Mouse death also seemed like I got hit twice.

What build did you play on (windows, browser (firefox or chrome))?

I downloaded windows build and I played it on my linux machine with Steam's Proton (Wine did not work).

At first I did not intend to record any footage. It was just going to be a quick test, but I think the recording is going to be far more useful than anything I write. I was not commentating, because I thought the mic was turned off, spoiler: it was on.

My last thought: This could be really fun as a multiplayer with friends competing for blood, but I guess you could say that about most movement based games

Thanks for playing

I downloaded the linux build but that did not work for me

I downloaded Windows build and tried with Wine, but that did not work for me

I added it to my Steam library as a non-steam game and used Proton Experimental, and that worked!

The game has come the long way. It can actually be played. There is game over and sense of accomplishment. It is finally more of a small game demo showcasing what it is going t be about, rather than just a tech demo.

I was wondering why I was getting damaged by the log, but it's the husk's gaze.

Since you are using purple to show the progress of getting damaged, I think you could also make your enemies' eyes glow purple whenever they are in range.

I got to my second water source on day 4.

It was quite a journey, but I did not get much use out of it, because I never got to day 5.

I think using the same resources for clearing the forest and potentialling melee attacks is going to push players into building more walls and using more pushes. I do not know if that playstyle is what you expect, but I think that is cool.

Good job on catching this

I thought I was clever here. It turned out enemies can enter through the table

I never figured out what Space does.
I also thought the bell was going to do something during the day.


I found it fun, and I look forward to future demos.

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.

I played one run so far, but I am going to play more later. I am going to write my thoughts so far

It was kinda crazy getting $22 artifact so early in the game, but I ended up saving for it.

I found passive skills and saving gold to be a really good strategy.

First run took me about 45 minutes. I got the last two skills for the last two fights. Wild Cards are really good.

I was able to save enough gold to re-roll my shop a lot to get more upgrades and chests.

I only played one Easy run, but the stats on the tooltip display 2s

I think you did a good job with automating skills which use SP. I think the game flow is really good. I honestly wanted to just keep going with the build I had. It did not feel like 45 minutes.

I am not into kinks in this game, but I was told on a stream this was your game, so I gave it a go.

I tested on Linux. Alt+PrtSc froze the game for a while, but I have no idea if that was just godot thing.

I did not expect complete lack of sound, but of course it is a work in progress.

Ranged enemies were the worst. It always felt like I just gotta get hit max number of times and slowly pass through their rooms and then try to unlock all the punishing gear with minigames.

The minigames ranged from super easy to impossible. I think their difficulty scales with what you wear, but I think it can snowball out of hand.

I pretty much never had the opportunity to "attack".

It took me a while to figure out what bondage can be unlocked. It also took me a while I can remove them in the first place.

I got sandwiched in a tunnel by blindfold guys from both ends and had to restart.

At some point the big guys just stopped casing me even when I was right next to him.

Somehow, I got to the blue level.

The hitbox on mines is much larger, than what I expected. I think hitboxes are not very accurate in general.

Chests can be good and bad? That just teaches me not to go for chests, because the risk is greater than rewards.

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

It's really unfortunate itch does not have any messaging. Have fun with those games.

Ero Dungeons by madodev, Jessika’s Curse by Venus Noire, Eld by introspurt (this one is not on itch), there is another game on itch that has two female characters and the enemies are plant themed but I do not remember the name of it.

I also played some asian games like Darkest Dungeon.

Of course there is Darkest Sex Dungeon mod as well.

I hope that helps. I wish itch had private messaging. I am sure you understand talking about other games under different games is not ideal.

Good job getting the demo on steam. Keep up the good work.

I think listing games similar to Ero Dungeons in his Demo Day comments would be a rude, so I am not going to do that. At this point I played 4 different Darkest Dungeon like adult games, most of them being on itch, so it should not be hard for you to find them.

Great progress. I always like reading your devlogs. See you in two weeks

Thanks for playing. The game still probably overloads players with a lot of information from the start, so I am happy to read you think I do a good job at progressively introducing different parts of the game. I will work hard not to disappoint you in future demo days to come.

You're a cool dev. I look forward to your future project.

it's ok. I just beaten the boss again and tried to do the stage with orbs.

How does the game feel more random?

Random Boss, random starting symbols, less opportunities to get symbols (no symbol reward after normal fights).

there will be a better selection system for them

that's good.

I won't cap Money Shield or Shell or anything else if I can help it.

maybe add some sudden death, or remove all buffs every x turns or something like that.

Did you not enjoy Pinball mechanically, or find it too slow, not worth the effort?

It's not that I don't enjoy pinball. It's that it can easily be a net negative to play it.

I am happy you listen to feedback, and thanks or replying