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A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 2 days, 9 hours before the deadline
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Goblin Resort's itch.io page

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Comments

Submitted

Played the game 

Nice new drawings! At certain point my seals bugged out I believe and didn't had any available slots, making runs much more difficult.

I got stuck on the vertical heart room. Skill issue most possibly, that room feels like a puzzle.

Developer(+1)

Thanks for the video. The sealing chamber bug should be fixed now.

I got stuck on the vertical heart room. Skill issue most possibly, that room feels like a puzzle.

Yeah, I can see that room might be way too hard. The video is definitely going to be useful for when I try to balance some rooms.

Submitted


u did a good job removing most of that front loaded ui stuff u had on the previous demos ive played

also the seals screen broke or something, it got rid of all my seal slots and i couldnt equip any

i sukc ass at this game btw

Developer

Thanks for the video. I had a good time watching you play.

the seals screen broke or something

Yes, I am sorry about that. It should be fixed now.

i sukc ass at this game btw

All things considered, you did not do that bad. You even managed to unlock Bunny Girls.

Notes as play:

.exe and title still uses the default unity logo

Going through tutorial on menu real quick. Sprinting over gaps feels pretty inconsistent, even running head on towards the ledge it would at random just not get to the other side it felt. Don't know how I did it, but I managed to power jump in mid air after bouncing off a crate from a previous power jump. I like the new orbs around crates when they're in range, makes it more obvious. I left the tutorial via pause menu and reentered, it seems to have reset my settings that I set. Those settings  should probably stick around, given new players may change them when entering the tutorial.

I enter a new save. The more in your face tutorial for the reception feels a bit better paced, or I may be stockholmed since I've seen the gist several times. Fiend Slayer is a neat concept, as a way to modify the difficulty of a dungeon run more granularly without staring at seals all day. 

Actions are sort of neat, it does away with the large amount of menu buttons there used to be. I think I would have gone with a lock symbol, but freezing works too. A little annoying how there's RNG as to whether you get what you want, but freezing should mostly alleviate that.

At first I somewhat scoffed at using the figures to leave crumbs, but in practice it's actually pretty useful. Tossing a figure at a door activated it, which was surprising. Speaking of doors, the hearts on them are a nice hint for the player. 

Seal UI looks a little nicer with those animations. For some reason scrolling the right panel shows some weirdness behind the cards.


Went through the motions for a bit, as per usual it gets too difficult for me when vertical rooms get added. Was looking for a certain someone among the figures, guess she didn't make it in. Not that it really matters to me. Saw the seam between two rooms one time, it's only a couple of pixels but when moving it's a jittering line across the precipice that's pretty obvious.

Game seems to be improving.

Developer

Hey Wierdox, thank you for playing the game and writing about your experience. It's especially useful to me when I read about things that did not work as intended like 

Don't know how I did it, but I managed to power jump in mid air after bouncing off a crate from a previous power jump.
For some reason scrolling the right panel shows some weirdness behind the cards.

I never noticed that, thanks for pointing that out.

Saw the seam between two rooms one time, it's only a couple of pixels but when moving it's a jittering line across the precipice that's pretty obvious.
Yes, it appears when there is liquid behind it like lava, or slime. I was aware of that, but did not think it was a big issue I should concentrate on. Now that you pointed it out, I might need to do something about it.

Went through the motions for a bit, as per usual it gets too difficult for me when vertical rooms get added

Even playing at 0 Respect settings was still too hard?

Thanks for checking it out again.

Even playing at 0 Respect settings was still too hard?

I was playing at +1 respect comfortably until the vertical rooms. I failed a bit then went down a notch. I was still having a bit of an issue, but I got a couple of wins, though one of them was a fluke since there were no false turns. I also came to realize that I was forgetting to buy traits, so there was fewer hearts available too. Besides the added depth, another killer were the vertical rooms with slime on the bottom. It felt like whenever I messed up and fell in it may as well be gameover. If I was engaging with the game mechanics more, the solution would be to practice the rooms at base. 

Nice to know the feedback was of some use to you.

Developer

I understand sometimes a run can become much harder by having only one difficult room. Vertical rooms can definitely be trickier when you need to go up. I wonder how many tries it would take you to beat a room like that comfortably. I will need to see what other people think about the difficulty of the game when playing with the most amount of time limit.

Submitted
  • your gif screenshots are really good but i don't think your capsule art is
  • i didn't read all of your devlogs to see your newest features, no offense. it would have been cool if you put them in a comment. not that i've played it before, i've only watched streamers
  • i dunno why you market the game as lewd, even going as far as to put a "do you want to quit" warning screen when there is no lewdness
  • too much text before i get to gameplay. i read literally none of it
    • i get stuck in the action screen clicking on stuff until it lets me back in the dungeon but that's preferable to reading
  • the dungeon starting on the pause screen doesn't feel great
    • i think any menus during the gameplay are bad, like when you have to confirm a guest. i realise the alternative will cause cases where a player tries to examine a guest or something and then loses the game, but still
    • starting the dungeon at walk speed in a game about going fast feels really bad
      • i think run speed should a toggled by default
  • the first dungeon tells me to find the mirror, i do and it says something like "there's nothing here!". i thought i had done something wrong, but apparently that means i did the right thing
  • his left hand should indicate what jump magic he's able to use, or something. a text pop up isn't enough
  • mana recharges so slowly. it's not as if there is always a nearby mana recharge point i can spend time to run back to when i need it
    • the layout with the two rooms with mushrooms and a fire wall in the middle that i need to jump over is what makes me feel like this the most. i have to spend ages waiting for hover to recharge
      • jumping on that mushroom while facing away from it to get to the right spot feels finicky, too
      • in another case i sat around and waited for hover to recharge and then it just ate my mana and failed
  • getting stuck on lava waiting for my multi jump to recharge isn't fun
    • i just used multi jump because there was no way i could keep track of what magic i'm using or changing to in the heat of the moment. i'm also bad with number keys for switching so i use mouse wheel in shooters, but i can't rely on it here because i have no visual or other indication of what magic i'm using
  • going from slime to vine to climbing state without jumping off of the vine put me in a permaslowed walking state until i went back into the slime and did it over again by jumping off the vine
  • you should get rid of the doorways where there are no doors and hearts where there are no guests
  • moving around is fun, but the idea behind everything doesn't work. running through and memorizing a procedural dungeon to memorize a pair of eyes and then find a character with those eyes while being timed doesn't make a fun game
    • i think i read that you want the porn to be in the menus between runs, but isn't that too disconnected from the actual game? i wouldn't know for sure because you haven't prototyped the game having porn yet
      • i also think this is too much effort to receive pornography for the average porn game player, but you would know better than me because they have probably downloaded the game 2,000 times
  • i think i completed baby steps+ 3 times after the game stopped unlocking new stuff and realized i'd have to learn the menu side of the game to continue so i was done
Developer(+1)

Hey diabolodev, thanks for checking out my game.

i don't think your capsule art is

Yes, I will need to change it in future.

i dunno why you market the game as lewd

I don't want people to be disappointed/upset with me when I later add that sort of content, so I decided to be upfront about what type of game this is going to be.

Too bad you ended up skipping a lot of things. I know the game has more reading than some people expect. A lot of the things you mentioned make more sense if you ironically take time to get to know the game, but I understand some players don't have time for that (there are many DD games after all). I still appreciate you checking it out.


the first dungeon tells me to find the mirror, i do and it says something like "there's nothing here!". i thought i had done something wrong, but apparently that means i did the right thing
I can see how that could be confusing if you skip the story.

his left hand should indicate what jump magic he's able to use, or something. a text pop up isn't enough

Right bottom corner also shows which jump ability is active. I am going to add some icons in future.

mana recharges so slowly

I want players to understand they really shouldn't be wasting their time waiting for mana to regenerate (every room can be beaten with no mana). Part of the challenge is managing your mana and keeping the extra bar up.

Also platforming difficulty can change quite a lot depending on what you do. You mentioned the room with two mushrooms and waiting for hover, but there are alternatives. It's still great for me to read about your experience.

jumping on that mushroom while facing away from it to get to the right spot feels finicky, too

I can only imagine what you were trying to do, but you can jump towards a mushroom and turn 180 in mid air, or jump on the same mushroom multiple times while positioning yourself. Using sprint or not also makes difference on mushrooms.

getting stuck on lava waiting for my multi jump to recharge isn't fun

I wonder which room it was. There shouldn't be any rooms that actually make you stuck on lava, but I can see how dropping into the same pool multiple times in a row is possible.

Multi Jump is the most versatile one. I also use scroll wheel for switching abilities. I hope adding the ui icons mentioned above is going to help display to players what ability they are using at the time.

going from slime to vine to climbing state without jumping off of the vine put me in a permaslowed walking state until i went back into the slime and did it over again by jumping off the vine
I never experienced that, and I am not able to reproduce it. Thank you for bringing it up. I will need to dig into why that could have happened to you.

you should get rid of the doorways where there are no doors and hearts where there are no guests

The idea is you can learn where doors can appear as you get to know different rooms.

As for the hearts, they are also indicators for where guests can appear, and you can check them out to see what you need to unlock for them. There are also abilities that work on hearts even when no one is there.

running through and memorizing a procedural dungeon to memorize a pair of eyes and then find a character with those eyes while being timed doesn't make a fun game
I am sorry to hear you did not find it fun. I wonder if it was more due to the memory, or time trial part of it. I would like to say there is more to it with all the actions and seal system, but the core game really is about memorization and quick thinking, so I understand it is not for everyone.

i think i read that you want the porn to be in the menus between runs, but isn't that too disconnected from the actual game?

No, story cutscenes would be outside of dungeon runs, but the 3d adult content is planned to be inside dungeons.

i think i completed baby steps+ 3 times after the game stopped unlocking new stuff and realized i'd have to learn the menu side of the game to continue so i was done
Yeah, I actually try to introduce more systems as you progress through the game, and the whole action screen is part of it. I understand you would not want to continue if you only cared for platforming.

Thank you for playing my game, and thank you for writing all this feedback.

Developer

Devlogs since last Demo Day:

https://webcough.itch.io/goblin-resort/devlog/533408/version-0220

https://webcough.itch.io/goblin-resort/devlog/540378/version-0221

https://webcough.itch.io/goblin-resort/devlog/546933/version-0222

https://webcough.itch.io/goblin-resort/devlog/556836/version-0223

I look forward to reading about your general experience with the game. I changed how doors work, added more content and what one would call difficulty settings.