Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Goblin ResortView game page

Speedy platforming in a lewd fantasy setting
Submitted by WebCough — 2 days, 22 hours before the deadline
Add to collection

Play game

Goblin Resort's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I thought that the map addition would completely change the game for me but it didn't help me much. I suck at the game more than ever before and my playthrough must have looked totally embarrassing. After barely a few days I hit a wall that would require a lot of effort to get past. Even if I manage to find the mirror, it's located in THAT room.

Doors are an amazing idea to help with navigation, though it was negligible once dungeons became more complex. Sometimes they refuse to open until I walk away from them.

It seems like the game requires a lot of muscle memory to get going, like crouch jump-height ledges, precision bounces, etc.

The controls feel too twitchy while walking around, the acceleration is too quick. It feels a bit weird and it's hard to adjust position accurately and smoothly, especially while trying to interact or fall down into a narrow tunnel.

Crouch toggle is a weird decision, since it's used for platforming and I see it's turned on only once I land and see how slow I'm walking.

Action planner feels like busywork, especially once I started failing repeatedly and wanted to restart as soon as I can, though that's seems to match a dungeon management paperwork feel if that's what you were going for.

You know what would be cool? Warioland level flow but adapted for your game. You activate the mirror and that's when timer starts and some level elements change (crates become destroyable?). This could marry the exploration, room and movement practicing and timed execution aspects on top of adding planning and being able to scale up the dungeons.

This game would be amazing once it hits the flow zone but I will likely never reach it.

Developer

Thanks for playing Rezydent. I received a lot of comments on THAT room (the vertical mirror room with water), and it will definitely need to be moved to a later dungeon template.

The controls feel too twitchy while walking around, the acceleration is too quick. It feels a bit weird and it's hard to adjust position accurately and smoothly, especially while trying to interact or fall down into a narrow tunnel.
I believe dropping into narrow tunnels might feel finicky because of the coyote time, so it is best to jump into them instead of trying to walk over them to drop in. The more precise movement can be done with crouch.

Crouch toggle is a weird decision, since it's used for platforming and I see it's turned on only once I land and see how slow I'm walking.
Crouching also makes you drop faster, so not having it as a toggle by default can impact jumping.

Action planner feels like busywork, especially once I started failing repeatedly and wanted to restart as soon as I can,

I found it important to essentially "flush" players' memory of the previous dungeon. A quick restart would increase the likelihood of players mixing up dungeons from multiple runs. It's basically some breathing time with preparation.

Warioland level flow but adapted for your game. You activate the mirror and that's when timer starts and some level elements change (crates become destroyable?). This could marry the exploration, room and movement practicing and timed execution aspects on top of adding planning and being able to scale up the dungeons.
That was actually suggested by someone else the other day too. I fear it would drastically prolong each run's duration and players would concentrate more on the exploration part instead of doing 2-5 minute runs where they must quickly react to next room and memorize things under time pressure. It is something I should experiment with more, maybe add it as a lower Respect setting option.
Submitted (1 edit)

Video, as promised. I forgot to hold down my push to talk button a few times, sorry. The game's shaping up super well. Difficulty ramp-ups feel steep, but I'm a shitter. I don't really have any negative feedback though, it's a blast as always and it's getting better and better. Keep it up.

Developer(+1)

Thanks for the video. I downloaded it, and I am also rewatching parts of it (there were definitely 10 crates there, so I will need to check that bug).

Yes, green crates give you extra time when they break - it is a good idea t leave some of them for later when you get back to the entrance room on larger templates.

I was surprised you think my tutorials are good.

You kept saying you are bad, but you got over 50 gold by day 4. That probably puts you in top 5 players. I was wondering why you were saving that much gold and not spending it. I see got got Bunny Girls unlocked after that run.

On most Baby Steps templates you were pretty much getting all coins. You also like breaking all crates. Shame you did not throw more crates at coins for more gold, but you were still doing great.

You got to 5 Streak, and then Baby Steps++ happened.

On the last run in the room you ran out of time and you had no mana you could have been crouch jumping to get some of those jumps. It's just a mechanic you forgot about because I overloaded tutorials with all the mechanics.

The video was entertaining for me to watch, and you found a bug, so the video is helpful and I appreciate you making it.

Submitted

In the grimdark future there is only the endless dungeon. The last human is an undead skeleton and all human females are long gone. There's no other choice but to resort to goblins.

I uhhh am pretty sure that's the story


I'm not sure if playing this while having a pretty bad headache was the best idea but oh well. I was pretty unfocused so some times I just ran around getting lost without thinking about it or clicking buttons... You'll see in the video I guess haha, it must be frustrating to watch people run around it circles or fail jumps again and again I can imagine.

I like all the additions and changes since I played last really. The game flows a lot better from the start. Action system is kinda weird but it works well I think.

I think my problem with the game is pretty much inherent too the first person platformer genre; its hard to gauge where your body is supposed to be. I'll often get stuck on geometry or just can't reach to pull yourself up or misjudge a where you land. I guess its just something you get better at with experience at the game.

The tooltips are just slightly too slow. Also I kept waiting for tooltips to show up while hovering over action cards before remembering that you have to click them. Maybe that's just me...

Starting room is a lot nicer and the holographic map is cool. But I didn't get if you can see where the starting room is on it? So I kinda just ignored it on the larger levels. Different mirror room layouts is nice too, although I somehow failed the jump up like 10 times in a row once. Whoops.

I had some sound bug sometimes while landing from a jump, you should hear it in start the video.

Half of the eyebrows of a goblin's face was covered by the hat for one face. But maybe that's intended.

Gameplay video: https://drive.google.com/file/d/1GOQp7kh2NkvXZKokrNanriSr9Q7iwMfR/view

Developer

In the grimdark future there is only the endless dungeon. The last human is an undead skeleton and all human females are long gone. There's no other choice but to resort to goblins.
What an amazing intro to your feedback. I love it. The "resorting to goblins" is also a pun I planned t use for a long time, and it looks like you have beaten me to it, good job.

The gameplay video on google drive has the "request access", so I cannot download it (maybe it is some permission settings of yours?). I look forward to watching it if you just enable the download for anyone, or upload it to mega or somewhere.

I am going to increase the tooltip speed. (you can also switch to instant tooltips on holding right mouse button in options).

The entrance door shows up on the holographic map as a large dot, so you can see which room it is.

Half of the eyebrows of a goblin's face was covered by the hat for one face. But maybe that's intended.

That is intended, yes. With some faces you might need to check other guests to make sure that's the one, or risk it.

Submitted

Alright try the link again.

The entrance door shows up on the holographic map as a large dot, so you can see which room it is.

I kinda thought so but then it looked like the mirror to me hehe.

Developer

yep, I am downloading it right now. Thank you

Developer

Thanks a lot for the video. Most people get filtered by Baby Steps++, so I rarely have the opportunity to hear and watch people play on templates after that. It was very fun and informative.

I regret not recording a live reaction to the video. You mentioned you had a headache, but your platforming was still very on point in many instances.

I think a lot of the platforming problems would be easier if you remembered crouch jumping is a thing (you would not need to spend mana on jumping in air, and wait for mana to regen n some parts).

You also unlocked different seals, but never got to actually equipping them at the sealing chamber.

You found one of the hidden chests, and got close to beating the big chest room as well. I am happy you also figured out spears must hit the target shield in that one big room.

My big surprise was seeing you beat the Messy template, it looked like you were not going to do it before you got to the mirror.

Submitted (1 edit)

Crouch jumping... Fuck.  Yeah that would have helped a lot, I completely forgot that it was a thing. It did feel like I was using way too much air jumps...

Yeah I just didn't see the sealing chamber action card, I know I should've rolled for one.

Most of the time I don't care about gold at all really, just trying to finish the levels.

Maybe the target shields could look a bit more like targets. Or something like a laser coming from the shooters showing where their projectiles will hit.

Submitted

Defeated the tutorial.

Add physical boss-glasses as an expensive kickstarter reward when it's time for funding. 

Starting cutscene is cute and funny, the rest of them are also good. 

Threw a box at the roof and it travelled through it. 

Babby steps+ unlocked... I feel worried.  

I accidentally removed my good seals... I thought I was choosing them, that is what you get for not paying attention. 

Okay, that does not matter, they are safely stored in the categories. 

Babysteps+ filtered me hard my first run. Gotta be honest with you, as soon as the difficulty increased the time limit made my lack of skills apparent. Keep losing the runs. This could possibly be mitigated with the seals and the management options which increases time-bonuses but I think I might not be good enough for the harder stuff. 

Played until day 8 for now, I should have accepted that I am a regular baby and not a baby+.

Developer(+1)

Thank you for playing horbror.

I appreciate your fighting spirit, especially when you find the game very difficult. I will look into the crate interaction you reported.

Submitted

Fun game!

It took me a while for me to get that you're supposed to be learning the room layouts and figuring out optimal ways to traverse them
The dungeons started feeling a bit labyrinthic at babysteps++ but that's just me meeting unfamiliar rooms while battling the clock, it's indicative of the kind of complexity that makes roguelites replayable.

Maybe a map showing already explored rooms would help mitigate the confusion, and imo interacting with the magic mirror's target shouldn't ask you for confirmation beyond babystep dungeons.

Of course it's missing the non-placeholder art that would make the dungeons worth grinding, but I guess that comes later

Developer

Thanks for playing. This was your first time playing it right? What day did you play until? Did you manage to unlock anything?

The dungeons started feeling a bit labyrinthic at babysteps++

It's the usual feedback I get. It seems to be the first big filter for many people. It's good it feels like a rougelite.

A map is a no go, but I provide many other ways to find your way ranging from colour coded door symbols and hologram map at the start, to radars, compasses and x-ray abilities later on.

the magic mirror's target shouldn't ask you for confirmation beyond babystep dungeons.

You are right. I gotta change that.

Of course it's missing the non-placeholder art that would make the dungeons worth grinding, but I guess that comes later

Yep, it makes sense. Unless you just want to explore the game and unlock new abilities, the future drive for playing the game is going to come from non-placeholder content and story.

Submitted

I played for 11 days and unlocked just the bunny girls, but I wasn't really spending my gold 

Developer

Alright, thank for playing again.