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Goblin Hunter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #7 | 3.906 | 4.429 |
Overall | #49 | 3.276 | 3.714 |
Concept | #57 | 3.276 | 3.714 |
Enjoyment | #62 | 3.024 | 3.429 |
Presentation | #78 | 2.898 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
MoosDruide13 (Aka Fire duck)
Software used
Unity, Gimp, Jsfxr
Use of the limitation
Procedural Level Generation
Cookies eaten
0
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Comments
I got stuck on a wall on my first playtrought haha
Everything was fine after I restarted tho, it was fun
That was cool - like the other commenter said using TAB was very helpful to get out of walls, and was interesting to make my way around. I like the gun sprite :)
In the future there will be more guns ;)
This game has a ton of potential! I really liked the loading in of the maps, and that you could press TAB if you needed to reset (if you got stuck in a wall, per se). The goblins themselves aren't much of a threat, it's more about their teleportation abilities, that they can be in the bottom of the map and then teleport to the top. I couldn't tell if they were slowly re spawning back one by one, but I managed to complete a level, so eventually they stop spawning back in. Every playthough certainly is unique with its map shape, but I feel that there are too many blips on the map to shoot down that it becomes less fun over time. Perhaps a smaller map or newer variants of goblins? Perhaps environmental traps or powerups? Anyway, I enjoyed this game a bunch, good job!
Thank you for the feedback!
More map variants, power ups/interactable map elements and more Goblin types are already planned.
They do not respawn but they teleport because there is no way for me to check if the Goblin is in a place that is unreachable for the player and that created the problem of having to wait for the last few Goblins to teleport close to the player.
Making the map smaller would be a good idea for a possible fix, thank you for the idea :)
Nice art and excellent work on the minimap!
It froze for me early on, but may have been the crappy computer I'm on, so I definitely won't hold it against you ;)
The game is not very optimized tbh.
Every single 16x16 tile is a gameobject.
I had to do it like this because of the way the Procedural generation works.
I might be able to make it a bit more 'bad computer' friendly by making every tile just one big sprite
Ahhh, I'm hoping ECS will make this easy someday. That does sound like a challenging technical problem.
I feel like there might be a way to generate tilemaps at runtime, then use a composite mesh. Maybe something like this ?
yeah, that is possible.
but I am using a script that I want to be able to use for both 2D games and 3D games