Ahoy my Gobbo enjoyer
I gave Goblin Resort a nice long playthrough. I think I clocked in somewhere around 90 minutes, which included some breaks for me to take notes and such. Since I reviewed the game before, I'll focus on the new things and your improvements.
For this playthrough, I went through the movement tutorial, dungeon tutorial, and the first 5 days of dungeoneering.
Anyways, to start:
Movement tutorial isn't particularly complex, mechanics wise. I think the weirdest bit you have is the different jump types, and even that is not that weird. I think you can basically trim everything down to just the crate types, jump types, and the difficult jumps. Keep the one the streamers struggle with, I think that's the most important part of the tutorial. Things such as walking over gaps, crouching, bouncing over boxes, etc. can be condensed into 1-2 rooms (or as few as possible), since most people will know the basis of these mechanics (if you've ever heard of Mario, you will understand how bouncing off a thing works)
I think you can easily combine the dungeon tutorial, and just have it begin at the end of the movement tutorial. Really, the only important bits of it is "see heart -> find matching guest -> leave". Have a goblin at the end of some parkour jump, a tip saying "remember her face", next room is a heart room, explain what it goes, player walks back to guest, matches, leaves, bam.
So, tutorial done. Off to a dungeon. First dungeon absolutely slaps my shit. The very first room I encounter (apart from the start room) is a mushroom/goo room, with the mushroom being in the middle of the room encouraging me to bounce off it. I miss it. Twice. at this point my run is destroyed, but I press on. I'm sure you have some system of "only do X rooms on Y difficulty", but that room is a nightmare for a first player. In general, I think the goo is crazy punishing. Landing in it, with no mana and no nearby vine means your run is over and you may as well ignore searching for guests. I think it calls for a number tweak, i'd personally make it 50% power, but I'm also dogshit at these games. Anyway, moving on to the next room, a simple room, no issues there. Door at the end, cool beans. Open door, and another goo+ mushroom room. This one is U shaped, with 2 mushrooms and spikes. It's actually mean how hard this chain of rooms is, and I ran out of time when going backwards after clearing this room (the mirror was in the following room). Anyway, the run failed, off to day 2.
Day 2 dungeon was a bit easier than day 1, but again I got griefed by a mushroom+ goo room, this time the one shown in your first gif - 2 shrooms and some pillars. It wasn't as bad but it slowed me down to the point that I needed one extra second or so to reach the exit. anyway, during this run I had time to find a guest and the mirror. The guests bounce around! Adorable. Anyway, I went to match them, and I don't like that I need to go through two checks to match. I think that no matter what, you should only get one popup, along the lines of "Match Guest to mirror? Yes/No/I dont want to match". I noticed that you have a lot of popups that serve no purpose except checking, even in cases where its not needed. Another example is when I did all the quests (found mirror, matched guest, reached exit) and on the exit door, a prompt asks me if I want to proceed. I think this should only appear if something major is missed (no mirror/no guest), because otherwise you're confusing the player by showing them this. They'd think they have missed the main objective or something, instead of being positively reinforced for having done everything.
Anyway, my main takeaways are the following:
>Merge the tutorials into one
>Start the gameplay as soon as possible - probably worth to have some small, set "introductory" dungeons that tie in to the story. Just "oh go to the 2nd floor and get this thing for whatever", and it's just a difficult jump, or an intro to water, etc. Don't make them tutorials, but more like tiny challenges that slowly showcase the difficulty of the game in a safe, not timed (or leniently timed) environments.
>Your menu looks much better than before. Keep going - simplify everything as much as you possibly can. At this point I'm used to it, but I'm sure a brand new player would still get faced with a lot at once.
>Consider having Shift-running be the default speed, and toggling shift or something could slow you down instead. I didn't see many reasons to walk instead of run (perhaps those are shown later or I missed the rooms that highlight this?) so it feel like running should be the default.
>Room balance. I assume you have your prefabs marked as easy/difficult or something, but it can use more fine tuning. I think it's a mistake if Dungeon 2 is easier than Dungeon 1, but sometimes RNG just works that way - I mean it happens all the time in my game. I still thought I should point this out, though.
Keep up the good work!