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A jam submission

Battle for Coblin CaveView game page

Battle between Dwarves and Goblins
Submitted by TimeTheTea (@timethetea) — 2 hours, 27 minutes before the deadline
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Battle for Coblin Cave's itch.io page

Results

CriteriaRankScore*Raw Score
Vote on your favourite game!#233.2863.286

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Nice graphics! I included it in my Yogscast Game Jam compilation video series, if you’d like to take a look. :) 

Developer

Thank you for letting me know! 

Wow it seemed super slow on your pc D=. It was much faster on the systems we had it tested on, sorry you had to suffer through snail speed. :(

Submitted

Artwork is great and the game is very polished in general!  I had a lot of fun with it :)

Submitted

Give us the 3x speed. Take some of my recommendations mathematically for this. Add more stuff. Then put this game on the app stores with ethical ads and you'll be rolling in some money!

Check out my review of your game at https://www.twitch.tv/scalphamission

Submitted

great game, a possible improvements would be a shop to upgrade/buy new soldiers or traps you can place.

Submitted

Pretty good game, love the art style and it has playability for hours :)

Submitted

Art was really well done, very simple game that easy to understand but clear good work was but into it. Great work!

Submitted

Good game! Everything is very polished. Wish you could have tied the theme into it story wise or other. Fun game good job. :)

Submitted

Great entry, there was a surprising amount of strategy to it for such a simple concept. The art and audio were also really well done! :)

Submitted(+1)

Nice graphics, very cool idea. As others have said, more speed would be good, also the balancing isn't perfect but that's okay. Fun game, great job!

(+1)

Love the music and the artwork. The game was a little slow to get going, could have done with a triple speed button, not just double.

Also the pricing of units was a little odd, spamming the weakest unit is the most cost effective thing to do. As you get more HP/Attack per gold on the 8 coin unit than the other two.

1st Unit has 10 attack/HP for example and costs 8 gold.

2nd Unit has 50 attack/HP and costs 50 gold.

But 8*5 is 40, so if you buy 5 of the first unit for 40 gold, you're getting that 50 attack/HP anyway.

The difference becomes even larger on the last unit.

A couple of balancing tweaks and this is a solid framework for a game.

Developer

Thanks you for the feedback! It was our first time making a game on our own and we have no clue about proper balancing. If you have any tips, we'd appreciate to hear about them so we can update the math for the post jam version!

(+1)

Generally you'd just want it so the better (more expensive) units end up being more cost-effective.

Basically all building stronger units does is mean you have to do less clicking, but ultimately you'll do worse overall.

The best unit costs 275 gold, the worst costs 8.

So we do 275 divided by 8, which is roughly 34. Meaning we can build 34 of the worst unit, or 1 of the best unit.

34 of the worst unit will have 340 HP and 340 Attack.

1 of the best unit will have 250HP and 250 Attack.

Obviously in this case, it's better to just spam those 34 units, and never touch the most expensive unit, as it's a waste of money.

It's a fine act of balancing to get a challenging and fair game, I think you have that, but it just gets skewed a little with the 2nd and 3rd units. The Player-Enemy power is fairly well made.

Developer

Much appreciated!

Submitted (1 edit) (+1)

Cute graphics and the first few levels did have some genuine strategy to them which was engaging.  Once I could afford the super dwarf it seemed like just spamming those was the winning strat.  I would have liked a bit more audio/visual feedback on the buttons and the fights themselves, but I know those things always fall off the priority list.

Submitted(+1)

I liked the strategy element to this game - it almost felt like a rhythm game, in a weird way, as you matched your units with what goblins were coming out! It's a weird comparison, but I did like it! I'd love to see what you do with that idea in the future, and what other unit types there could be,  all sorts of possibilities. The graphics were really nice as well (I loved that art of Simon in the menu!), and I liked the visual progression between units, both goblin and dwarf. And the ability to speed things up was a great quality of life addition, as was the infobox which showed health and damage - little things like that are always great to see. Great job, I had good fun!