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Some initial thoughts

A topic by Brazledorf created 16 days ago Views: 26 Replies: 1
Viewing posts 1 to 2

Hey there, wanted to start by saying I see a lot of promise in this game, but currently it's marred by some frustrating decisions.

Full disclosure - I quit at the jump where you have to bounce on the goblin's head. There's barely any margin of error and several ways to mess up such that require a long run back. 

My first thought - the jump height has to be probably about 20% higher. Or the goblins should be 20% shorter. That combined with a slower fall will give the player more control in the jumping overall. I found it all but impossible to clear a goblin without killing it which is very important when some enemies are going to be necessary to progress. Making the bounce off the goblins' heads give you a big height boost would also be very helpful.

Second - needing to get pregnant with goblins in order to spawn enemies to bounce off of is an interesting idea with a lot of potential, but having those same enemies able to stun-lock you, requiring you to teleport back to the start is not at all fun. Perhaps having the option to have "safe" sex with downed enemies, or some sort of recharge ability that allowed you to clear enemies in an area even when downed, or even just having a way to teleport back closer to where you were would help a lot. A large part of the reason I quit when I did is I realized if I got downed after clearing that jump, I would have to clear it again.

Your spritework and animations are very good, but the gameplay itself needs some fine tuning.

Developer

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.