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A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 18 hours, 32 minutes before the deadline
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Goblin Resort's itch.io page

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Comments

Submitted

Love the art style! Skeltal hands are very cute, along with the lil animations they do when you're interacting with stuff. Some of the menus can be overwhelming when first booting up the game. Might be cool if you had a introduction sequence where you get to run around as Mr. Skeltal before dealing with management stuff. Time limit on my first level felt kinda discouraging. Maybe start things off without a timer so dummies like me can figure out what's going on.  (✿˵◕ ɜ◕˵)

Developer

Thank you for playing. I plan to have some sort of movement tutorial with no timer in future. There is actually the option to play with no timer at the start, but you gotta click a button for that, and I understand the menus can be overwhelming. I might need a separate management tutorial in future. I'm happy you like artstyle and my animations. Thanks for the feedback, and see you next demo day

Submitted

Back again with Goblin Resort! A lot of clarity was added and I like that, I think I finally figured out the mirror mechanic and tried to repeat my success of getting out after guessing the right guest. The tooltips are really nice, but they do appear on top of the mouse instead of above/below it, and I would rather them pop up when I scroll over/stay scrolled on it for a few seconds rather than having to hold right click. The tooltip for -50 gold says it takes away 100 gold from the cap. The player stat page and the seal room are really cool and add a lot to the game! I unlocked a few guests and I like the idea of lewd monster girls so I look forward for more progress. What is your next step in this game?

Developer(+1)

Hey OrthelloDev, thanks for playing.

It's good to hear the game is getting clearer.

Having the mouse cursor hiding when the tooltip appears is not something I even considered, but it's a great tip. I used to have timed tooltips with adjustable time for them, but I would them really annoying, so I swapped to using a tooltip that you can open at any time with right mouse button instead (it's how it works in my favourite game, so I figured I cannot go wrong with that). I think in future I might changing the cursor to indicate if a tooltip is available.

Good catch on the "-50 Gold Cap" seal, I just fixed it. I forgot to change the tooltip after some rebalancing.

>What is your next step in this game?

I'm going to release another update to the game this week with even more Seals (at least 50% more equipment), so I guess the short answer is; more content. I am going to keep adding more Rooms and Seals, eventually I am going to add audio, and save system. I also got plans for side objective, skill points, upgrades, and of course eventually swapping out placeholders and making lots of rooms with lewd content. So yeah, I got big plans, maybe even too big, but you know yourself how it goes with solodeveloping and scope.

I hope by the next demo day, our games are going to be even better. We are gonna make it!

Submitted

IMO if that is what your favorite game/ inspiration does and you like then keep it. I merely have a slight preference. Sounds awesome! I do know what you mean haha, but even big projects can serve as learning tools in multiple aspects. GMI :)

Nice game! At first I didn't get it was so fast paced then I realized I needed to acomplish the objectives fast. The crouch movement seemed a little too slow in my opinion considering the player is on a timer, but nonetheless it's a interesting concept! Keep at it brah!

Developer(+1)

Thanks for playing. Yeah it's a very fast paced game, and you don't really want to stay in crouch for long (you can still use dash with crouch movement to get through longer crouching sections faster). I hope to see you in the next demo day, we are all gonna make it!

Submitted

Hello, I played your game a bit today. I'll add my own little feedback if it can help.

I played without looking too much at what was expected. It seems there's a lot of systems being worked on, so I jumped in to see what catched my attention.

In no particular order :
- Mushroom jumps propulsion felt a tad too fast for me for that level of gravity. And I believe the detection hitbox to trigger the jump could be enlarged, especially on little ones.
- Options menu under the Workshop category feels non intuitive especially when the button is not alongside the EXIT one (suggesting game system functions)
- A little tooltip or prompt would be cool to have for objects you can press Action on
- Maybe something similar for crates, like a hover outline
- Dungeon pieces need more colors/forms variation to help navigating its longer generations. Grey walls, marks, wall vines, torches...
- Flying crates makes no sense logicaly or magicaly. Would serve the game to have them attached to a cord, or under flying spell particles
- Coins sometimes felt too high from the ground visualy

I have to say I did not understand a lot of what I was doing, despite trying, but it's an early proto so it's alright.
Despite loving these kind of mechanics, the timer felt really short. Maybe having smaller but more coins would help.
I would also suggest being more strict and more precise on the lewd disclamer, not knowing what kind of lewd it might be. Game visuals or title so far are very cute and don't presage on them. I think it could serve the game morally and technically.

I hope to test the follow up, cheers.

Developer

Thanks for playing my game.

>Options menu under the Workshop category feels non intuitive especially when the button is not alongside the EXIT one (suggesting game system functions)

would you suggest moving it next to the exit button, or renaming it? I thought it would be fine because you can access Options from pause menu inside The Dungeon.

>A little tooltip or prompt would be cool to have for objects you can press Action on

I have the little reticle placeholder changing colour from white to green when you can pick something up, or interact with it. Was it not noticeable?

>Dungeon pieces need more colors/forms variation to help navigating its longer generations. Grey walls, marks, wall vines, torches...

Yeah, I plan on having more props and decorations in future.

>Flying crates makes no sense logicaly or magicaly. Would serve the game to have them attached to a cord, or under flying spell particles

well, I figured its just one of those things you see in games that don't get questioned.

>Coins sometimes felt too high from the ground visualy

only visually, as in they looked bad to you, or you had problems reaching them? I would like to know what coins you are talking about.

>Despite loving these kind of mechanics, the timer felt really short.

Yeah the timer feeling short is a common feedback I am getting. My guess is most people who tested the game did not equip any Seals in The Sealing Chamber which would make it easier. I'm actually going to address that in next version by starting off with a seal that give more time.

>I would also suggest being more strict and more precise on the lewd disclamer, not knowing what kind of lewd it might be.

What do you have in mind? I should go into more detail what type of fetish content are going to be in the game?

Again, thank you for testing.

Submitted

I'm not against novel stuff, but even if there's more than common options in Workshop, it's a notion so basic and looked to setup the gaming experience that you really need to be careful messing with it. With what I saw so far I'd say play it standard and call it Options and put it near other basic software functions. You could even make it a cog, displace it from that bottom row, and add the Options and Exit in the Cog.

I missed the reticle. Could be due to focusing on the rest.

The coins I'm talking about were those big rotating pickup stuff, making the timer stop for a bit. There are other coins? Style or catchability was not a issue, but the model hovers too far from the ground in my opinion compared to player and dungeon scaling, unless they're hovering in the air for a reason (like jumps over water or something).


For the disclamer I'm just suggesting being less funny, and more direct, clear and serious about the possible content of the game while your game is being submitted through AGDG at least. And no I'm not saying to list the fetishes inside lmao. I say that because I did not read the description of your game and got it directly from the submission, and at some point I was like "oh shit is this a porn game?". I was not expecting that at all from the miniatures. Sure that's on me. Just my 2 cents.

Developer(+1)

Yeah in future I would like to have more icons, and less text, so the standard cog for options is definitely going to be a thing.

Yeah coins give you gold and tiny bit of extra time. Some of them are really high above the ground because you can pick them up by throwing crates at them (depending on your Seals, you can actually get more gold that way). They are definitely on a big side, but that's s it's easier to collect them. Then again Mario's coins are nearly the size of Mario.

I don't know where else I should mention it's a lewd game. This is my second Demo Day, so I'm still pretty new to this. I still have no lewd content and all NPCs are just placeholders for future models, but I want to be upfront with people about it being an adult game.

I just uploaded new version of the game with improvements from the feedback I got this past week. I am going to do what you suggested with moving the options menu in next version.

Thanks for all the feedback

Submitted

- too many dungeon options up front, not reading, just pressing start
- mouse sensitivity at 400 is not enough, probably wanted 500 or so at least
- using alt-enter doesn't toggle the fullscreen button in the options
- "you ran out of time" didn't know there was a time limit or what I was meant to do in time
- I see there's main objectives now (option to have them visible at all times?)
- "there are no guests" why give a goal to find guests when there are none, just unlock one or force doing it
- have not found a reason to not always be running yet
- unlocked free goblin guest, still says no guests after running to the mirror
- returned to the entrance, no completion, guest thing?
- tried running again to get more gold, generation hanged the game for 20s or so
- gold getting deducted feels bad 
- dungeons seem to keep increasing in complexity, why? I haven't finished a single one and it's forcing me to finish harder ones, that's just frustrating
- I like the fast movement and platforming mehanics, but missing a goal that I can reasonably work towards, I think just letting me try beat level 1 without advancing would be sufficient
- I'm on day 10 have 1 gold and never spent any, had enough

Felt like I'm missing some of the context for the game the whole way through. The fundamental movement works, but I'm to dumb to grasp the meta structure.

Developer

Thank you for playing Rokas

>too many dungeon options up front, not reading, just pressing start

yeah, this is quite a common thing for people to do that I noticed. I think I am going to start the new game in The Reception, so at least the player can unlock female goblins before starting

>mouse sensitivity at 400 is not enough, probably wanted 500 or so at least

I was sure it would be enough, but I guess I am going to need to allow more in the options, thanks.

>using alt-enter doesn't toggle the fullscreen button in the options

Does it supposed to?

>I see there's main objectives now (option to have them visible at all times?)

there is no options to have them visible at all times, but you get the indication of completing them. I thought showing them all the time would clatter the hud too much, and Main Objectives are always the same, so after reading them once in the Pause Menu, you shouldn't need to see them all the time.

>have not found a reason to not always be running yet

Holding sprint buttons also makes you jump longer distances, so you may not want to do that while doing some precise jumps (more apparent when bouncing of mushrooms), and precisely putting yourself in better positions for throwing crates at coins.

>unlocked free goblin guest, still says no guests after running to the mirror

The Heart Rooms in The Dungeon generated for that run must have been non-Goblin rooms. It was just the unfortunate generation where for possibly 3 Heart Rooms, none of them were the ones with Tier Requirements you unlocked. The idea is whenever you enter a Heart Room with no guest in it, you can interact with the heart to see what you need to unlock for it in the future.

>returned to the entrance, no completion, guest thing?

If you got no penalties in the Summary screen, then you did fine. If there was a guest, and you completed all objectives, then you would also get a small gold bonus.

>tried running again to get more gold, generation hanged the game for 20s or so

the more complex the dungeons, the longer it takes, so it should be fine as long as you don't run out of memory. Would you mind sharing your system specs?

>gold getting deducted feels bad

From traps, summary penalties, or both? It's meant to feel punishing since slowing down progress is the only bad thing that can happen in the game.

>dungeons seem to keep increasing in complexity, why? I haven't finished a single one and it's forcing me to finish harder ones, that's just frustrating

>I like the fast movement and platforming mehanics, but missing a goal that I can reasonably work towards, I think just letting me try beat level 1 without advancing would be sufficient

I thought the first week would be enough to get players used to the game. I could put you on just the very first Template until you complete Main Objective, but then you could just farm Gold instead of completing Main Objectives on purpose.

>I'm on day 10 have 1 gold and never spent any, had enough

thanks for playing for the 10 days even though it sounds like it was a frustrating experience for you.

>Felt like I'm missing some of the context for the game the whole way through. The fundamental movement works, but I'm to dumb to grasp the meta structure.

If you didn't understand something about the game, then it is my fault, and conveying all the information to the player is something I need to improve on.

I guess my big question to you would be; did you use Sealing Chamber at all? You can use it to drastically change the game difficulty by e.g. sacrificing your Mana, decreasing your Gold Cap to increase your Time limit, Extra Time, or Gold gain.

I tried to give useful information in Tips section, I wonder if you read any of it.

Thanks for all the feedback, I hope you are going to try out my game in future.

Submitted

I see there's some improvements across the board like with climbing onto crates instead of bonking into the water or clearly starting out with a small dungeon. I think the title screen is new and a neat thing, too. I was skeptical about the skeleton hands before but the little gestures and the novelty of it makes it worth it.

I'm not going to go too deep since I already played quite a bit last time but aside from updating the UI like you said, I think the most important thing is to have new players with less to see. Put lock symbols and grey out unimportant tabs, have the tab to buy the first 'guest' maybe flash if the player hasn't bought any yet, unlock the tier room once the player has enough to actually progress up a tier and have the first tier only cost the resources from one full success, that sorta stuff.

But I think you already had a comment conversation about all that. Anyway, good luck as always.

Developer

Thank you for playing Kamoo. Disabling less crucial locations in the lobby on the first day is definitely something I am going to need to do to nudge players in the right direction.

I am happy you like my player model.

Submitted

Got a Goblin to dance before failing to pick him up due to Time, I'll consider this a Victory.

I like the new early Days, and the addition of the Red extra Time, really helps getting used to it.

at some Point I was unable to dash anymore, I don't know if I accidentally disabled it or if it was a Bug or what.

I can see a lot better now where this is going then last DD,  Water is still pretty much a Death Sentence I think, once you're in it with the inability to jump out of and having to slowly walk to a designated exit spot, especially if you're past the intro Days ( which I wasn't).

The Room Menues are getting a bit clustered, I can really only suggest kind of interactable 3D Scenes there, I forgot if they were planned already or not.

Fun Game, has me interested in whats coming further in development.

Developer(+1)

Thanks for playing Tomodev. I remember you commenting about picking up Goblins in the last Demo Day - you don't pick them up.

You probably couldn't Dash, because you ran out of Mana.

You can disable the green slime pools which slow you down, and you are unable to jump from in Sealing Chamber. You can also give yourself more time, add more abilities, and more in there.

>The Room Menues are getting a bit clustered

Yeah, one way to solve it is splitting more information to even more different tabs, but I am not sure if that's going to make people miss out on them even more.

Submitted

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

Developer(+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

Submitted

Solid, fast-paced 3d platformer. Nice work on the skeleton's animations.

I had forgotten this game's UI hell from progress posts. The first dungeon I played I think I hadn't unlocked any guests yet, which I didn't realize due to all the menus and buttons. Kind of a pain to sift through them all.

I would suggest a little more visual (and in the future, audio) feedback. If my camera wasn't pointed correctly. it was hard to tell if I had hit coins or boxes right.

Not exactly my kind of game, but it looks good and the idea of "NSFW 3d platformer" is fun to see. Keep it up.

Developer

Hey healdev, thanks for playing the game. And yes, the UI hell is real, especially with more and more features I implement. I cannot see the UI getting any better in future as far as the amount of information goes, but I will want to change all the UI placeholders.

You mentioned it's a pain to sift through all the menus. Does that have to do with the sheer amount of different menus, and information, or is it the placeholder visuals that are a problem? What would you suggest?

as for general feedback, audio is definitely very important. As you mentioned right now if you don't just look in the direction you threw a crate a coin, you only know if you got it if you look at left top corner to see the gold amount go up.

I played your game on Sunday, so I am going to leave a comment on your submission page.

Submitted

I think the problem with the menus is, on first playthrough, I don't know which ones are important and which can be skipped over until later. Like not having any guests unlocked - I would suggest making this button flash or have a brightly colored outline if I haven't gone to that menu yet so I know it's important at this stage in the game.

Developer

Yeah, that could work. For the time being I thought it was alright to just let players play without unlocking anything, and getting the message about the reception after they complete the first Main Objective. I guess it all comes down to the lack of some handholding tutorial which tells you to click on each tab.

In future I would like to have a short cutscene. Something like your goblin personal assistant telling you to not forget about going to the reception before you enter the dungeon.

Next DD I am going to add some icons to menu buttons to show they are important. Thanks for the suggestion, and again thank you for playing the game