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A jam submission

GoblinBaneView game page

Submitted by Zinklof — 1 day, 12 hours before the deadline
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GoblinBane's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#14.5004.500
Fun#14.2504.250
Overall#14.2504.250
Artistic Cohesion#24.2504.250
Theme#34.0004.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Was this a single person or a team build?
Team

Did you use any prebuilt assets, music, or sound effects?
Textures from Textures.com (commercial use licensing obtained)

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Comments

dude this game was fire but way too high sensitivity and kind of slow on the spawn also wished there were more towers.

fye keep it up

Submitted

Awesome game with a lot of potential!

Some things I noticed:

Performance is pretty sluggish in some areas, and without looking at any source code, I'm going to go on a whim and say it's the result of multi-frame vector distance calculations? Lots of built-in Unity functions related to vector distances, like Vector3.Distance(), utilize square roots which are very slow if used every frame.

AI is pretty fidgety, with some of the goblins not moving upon getting to the island and some boats spawning and not doing anything.

Experienced one crash when the goblins reached the main castle

You can place towers in certain locations that bug out the AI

Developer

I actually use my own script for calculating distances that has a few performance benefits over vetcor3.distance, especially if over longer distances. The AI only runs this distance check once when switching targets to see who’s closest to them. (uses squares rather than square roots), I’ve yet to hit any performance hitches except for on the school laptops where they hit only 50-60 fps compared to most desktops hitting 180 ish. Might be an issue with optimization for your specific specs as some processors behave differently.

as for the boats my assumption is they stop .1 units away from the trigger if approaching from a certain angle. the goblins seem to be spawning a little too fast causing the “Mega Goblin” issue.

do you recall where the towers were placed? I do know I forgot to mark the water as something you cant place through.

Thanks for your feedback deadpixel, your FNAJ game is a massive inspiration to us all here at ROJTHS.

Submitted(+1)

Yeah there are positions where you place the towers under the water; you can also place the towers right in the area where the goblins spawn off the ship, leading to them getting stuck.

I’m not sure if I did something wrong but when I play the game, the goblins make it to the island but they don’t move.

Developer

issue with the spawn speed, usually an exit to desktop and relaunch fixes the issue.

Im addicted to this game

This game is fire, the sensitivity was a little high 

Developer

note the camera is controlled by using right click.

sorry about the sensitivity.

My favorite game :)