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A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 2 days, 8 hours before the deadline
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Goblin Resort's itch.io page

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Comments

Submitted

Completed the tutorial and did a couple runs.

I have been watching the many webms you have been posting in the thread so it feels nice to finally give this game a try (I'm a bit late though, I should have played it earlier).

The platforming feels solid. Everything clicked with me immediately and felt intuitive with the exception of the power/hover jump. The tutorial was understandable and the only part which was difficult for me was the power jump/hover jump part. It took me 4 minutes to realize I had to hold spacebar in the crouch position for two full circles to get to the needed height, meanwhile I was trying to combine a single circle jump with a power jump without success. Failing the hover jump (which I did like 6 times) makes you redo the power jump part and feels tedious. Also failing meant having to wait for the mana to recharge, which makes sense for showing the player how it will work in real runs but when learning how to move, waiting is cumbersome. 

I tried a couple runs but my sense of direction failed me. In one of them I found the goblin first, then I found the mirror but got lost and couldn't remember where the goblin was, losing by time. The game might be too hard on that part but I think the game loop is good.

Something I didn't expect when trying out this game was the amount of text it had. In everything basically, the menus, the tutorial, the objectives, the prompts. At a certain point I stopped reading alltogether. It looks like the game will shape up to have a lot of interesting management at the player's disposal, but the screen after pressing "press start" is the most overwhelming menu I have seen in any DD demos. 

This is going to be a coom game, so it will be fun to see how you add that part into the gameplay. Compared to most other coom games I have seen where they have are very barebone gampIay, you are tackling getting a good game first and making sure it plays well which is amazing. The idea of your game is really interesting so I hope you will be able to develop it further.

Developer(+1)

That's a lot of good feeback, and thanks for playing. I think I could add a mana fountain or something in the tutorial which would replenish all mana, so you wouldn't need to wait so long. I thought I gave enough crates, but I didn't expect players to fail the power, and hover jump multiple times. As for making it clearer how they work, I don't know how I would improve on that part without adding even more text, and explanations, which is already quite overwhelming as you already mentioned.

>I tried a couple runs but my sense of direction failed me. In one of them I found the goblin first, then I found the mirror but got lost and couldn't remember where the goblin was, losing by time.

Understandable. Losing by time is pretty much the only way the player can fail, which slows down the overall progression. Sometimes you find guests first, then the mirror, and you gotta backtrack to them. Remembering the layout is core of it, and I understand people with poor sense of direction can find it harder. I plan to add more equipment  to make some of that easier. I am happy you did find a goblin though, some people seem to not understand/forget how to unlock them.

>The game might be too hard on that part but I think the game loop is good.

Of course the game gets easier the more you play, but I will also need to make some balancing changes after I introduce meta progression. I am happy you like the game loop.

>Compared to most other coom games I have seen where they have are very barebone gampIay, you are tackling getting a good game first and making sure it plays well which is amazing.

One of the best compliments I could get, because my plan is to make a coom game with proper gameplay, and coom content being there as a reward for playing well.

By the way, I just noticed how you edited your avatar, very clever.

Submitted

Even while reading most of the tutorial, I found the amount of mechanics to be a bit much to remember throughout play, at least to know when it's most efficient to do what. Also, the first dungeon felt a little too winding for me to remember very well, perhaps a map button would help. 

Otherwise, I found the platforming, dashing, and crouch stomping pretty fun. Though I will say it was more enjoyable with the timer turned off, which is unfortunate since it seems you are gated from many unlocks if you don't do timed runs.

As for the other aspects, it kinda seemed messy and unfinished, so I mainly avoided it.

It's certainly an interesting game, will keep a look out on what comes of it.

Developer(+1)

Hey Wierdox, thanks for playing and all the feedback. I know there is quite a lot of mechanics. I am not sure if I could cut out on any explanations. Getting to know different rooms and finding out the most efficient ways to progress through them is meant to be part of the gameplay, so I think the more you play the easier everything gets.

I don't plan to have a map, but I am going to have some abilities that will make navigation somehow easier (there is already an ability that allows you to see some objects through walls, or tells you how many rooms are in a room. I might implement some sort of compass in future).

I am happy you enjoyed platforming. I understand you are one of those players who would rather play without the time limitations. In current build playing with no time makes it so you cannot earn any Gold, but you can still earn Fun/Lust Points. I guess I could make it so you earn just a little bit gold. It would be grindy, and definitely not the intended way to play, but maybe it could be a good compromise.

>As for the other aspects, it kinda seemed messy and unfinished, so I mainly avoided it.

The UI is very WiP, but all the equipment (Sealing Chamber), and the way you unlock things (The Reception) should work fine. I am sorry I am not able to present them in better way.

Submitted

You've heard it before but my god that is a lot of text on your UI. I'm not reading any of it, and as such I have no idea how to play.

There's no way I can find anything within the time limit. Not that I found anything even after disabling the timer. I think there are people in my dungeon? It says PoP 2. The dungeons are gigantic. I can only ever find either the magic mirror or the guest rooms, but not both. Honestly I feel like the "speed" element of your "first person, speed roguelite platformer, adult game, with management elements" should be optional. Like a gold/silver/bronze medal kinda thing, not a "kick you out of the dungeon". I can see myself enjoy this game.

You can climb on the door frames and crates if you jump at them just right, I don't know if that is intended or not.

10/10 sound effects

0/10 no sexy goblins found

Developer

Hey shirobuta, thanks for playing. I am aware there is a lot of reading involved. No idea how I would cut it down. I thought the tutorial with all the optional text would be enough to get the hang of it for the most part.

The time limit is short, but each dungeon run should take between 2-5 minutes depending on dungeon template (at least when I play).

>It says PoP 2

If you had PoP 2 it means you had two point of power to spend on your equipment. If you had 2 PoP, then you made the game harder for yourself by not spending those points (equipment is changed in The Sealing Chamber). Some equipment gives you more time, different abilities, and more.

>The dungeons are gigantic.

Yeah, some templates can get pretty big, others are long but loop back. First 3 days you get a small dungeon, then day 4-6 you get just one extra path, and after day 7 it's more random.

I don't know about making the time limit optional, since it's core part of the game. Maybe I should make it so you can choose to keep playing but earn no gold just like with no time limit if you do run out of time.

>You can climb on the door frames and crates if you jump at them just right, I don't know if that is intended or not.

That's intentional. There are situations when climbing on top of crates without breaking them is preferable.

>no sexy goblins found

goblins cannot show up if you don't unlock them at The Reception.

Thanks for the feedback. I will think of some changes to make the experience better for you in future.

Submitted

There's nothin' better than being a grabby skeleton. Being one with such amazing powers such as jump, jump, and jump, is sure to win the hearts of goblins everywhere.

Developer

I watched you stream. Thanks for playing