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WebCough
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Thanks for your comment. The UI is not my strong point for sure. I would love to have icons for the things you unlock at the reception at some point, but I also want to have many different things to unlock.
I'm thinking, do we need to buy the traits, and then, buy the female guest? For example, tiny body and green screen only unlock the Goblin, as far as I know. So couldn't we get the goblin automatically, after we buy the tiny body and the green screen?The female goblin is not the best example since it's all free, but for other guests unlocking different traits and then guests is a way to split costs. Players can also pick and choose which guests they want to unlock and still have the same traits available for other ones making them cheaper. For example "Green Skin" trait is also required for orcs, not just goblins.
I didn't understand at first that, the face on the mirror actually apears on the guests inside the dungeon, and you need to find the right onethat's explained at the end of the whole movement tutorial from the main menu. I also have tooltips on UI showing objectives in dungeon's pause screen. I guess it really is information overload.
Your game , although it has the dungeon gameplay part with the plataforming in first person, it has a lot of focus on the management part, as you said. So advertise that part more!I really wonder. Like, I want people to be in that mindset, but I am not sure if simply spending resources to unlock things really justify the management tag.
Thanks again for all feedback
Being able to actually control the camera makes a huge difference.
The last bone at the top took me 3 attempts.
Most of my time was spent on the very first jump onto the tower (the bit you need to jump of the wall to reach the small platform). I still do not feel confident about making that jump.
I noticed your moving platforms are not linear, which might require some getting used to. One big improvement I think could be adding a fake shadow under Mel, so players know where she is about to land while she is midair (like in classic crash bandicoot games for example)
Thanks for commenting. I am not familiar with SEUM: Speedrunners from Hell, but I imagine it is very different just like you said. It's hard for me to describe the game to players so that they are going to know what to expect, because I don't even know what other games i could compare it to, so I just describe it with more broad terms like "speed platformer", "roguelite", "management", and "memory game".
What really threw me of was the part outside of the dungeons. I felt ovewhelmed by the amount of menus and mechanics.I wonder if the issue is the amount of information, bad tutorials, or something else. I could split it into more parts to pace players, but I wonder how many hours into the game players should stop seeing tutorials and feel like now they know what to expect and what they need to do.
I appreciate your feedback, and I would like to know more about your general experience.
How much of the game did you play? (like your completion percentage)
Did you manage to complete any objectives? Anything fun you unlocked?
Or was the non-dungeon part of the game so overwhelming you stopped playing?
Thanks for playing
I tried the "Reset Data" button, but it just froze.
I played on linux with wine, so maybe some hardcoded directories were wrong for that, but I do not know what caused the game to break mid-run.
Depth is good, but I think you should work on clarity. Everything is tiny and some icons do not mean anything to me just from one run.
I played on linux with steam's proton just fine.
I really like your first person animations.
I fell into the void in the tutorial stage way too many time
and there were no checkpoints, which made me try to speedrun the tutorial in many places and I found out some things.
Any vertycal wall, no matter how tall can be zig-zagged up with wall running and jumping - I was able to just skip to the section with enemies you need to kill to disable the red wall. That wall also broke in one of my attempts - The blockade stayed there even after I dealt with the enemies, but I was able to wall run zizag over it too.
It was not clear in the tutorial where to go at times (the intended route) partly because you use one sided planes for your floors in many places (including your normal stages), which is not good.
At some point I realized how small the player character really is - CYBER MANLET
I just found that amusing.
The normal level was interesting, but it can be cheesed using the zigzaging i already mentioned (I got to 2 or 3rd checkpoint)
I had to end my run, because I ended up in a naughty box
As for your story, maybe it is just me, but I think it is fine to mention it takes place after world war 3 trying to prevent WW4, but no reason to mention individual countries' names.
I am a big fan of Super Auto Pets, so I am always excited to try games similar to that.
I am happy your game has an offline mode now.
Pic below is the best team I had.
The game crashed, and it does not work anymore, I do not know what happened, but I had fun when it worked.
Everything is super tiny, and the first time I leveled up, all shop went blank.
If there is a way to "freeze" shop, then I was not able to find out how to do it.
Really nice game. No audio?
I finished multiple runs. I imagine in future the idea is going to be to finish each level in one turn, which I was close to on my second attempt.
The healer is cute, CUTE!
I had few moments where the preview did not match where heroes bounced, but I do not have eny screenshots of those moments, sorry.
I have no experience with rolling ball games. I tried it out cuz the girl is cute - shame you don't really get to see much of her.
I found levels to be difficult enough even without enemies. I was not able to complete a single level.
My best attempt was pic related:
I watched your video just now, and I understand what you are doing, but I ma not skilled enough. I think maybe more easier level to help ease players into the game would be helpful.
Also when I kept dying over and over, I wish restarts were quicker, but I guess that is not something that is a problem later on when you get good.
I would feel more like pushing through harder sections if I had unlimited lives and checkpoints, but I understand that might not be the game you are going for.
As for the tutorial, I think one thing you did not consider is how when you explain the spacebar attack, players might not have enough charge to use it at the time, which can lead to some confusion.
Mel is cute, CUTE!
I only played with mouse and keyboard (so just the keyboard), and I really disliked how there is no free cam option.
I prefer her idle animation in her swimming state, because I am not a fan of her tongue sticking out.
I assume her collider is a capsule, because you can slide of edges in some edge cases ;^)
I did not collect all bones, sorry but the lack of cam control made it difficult for me to get to the top.
What if I moved dash to space then used shift as the alchemy key? You'd hold shift, use QWEASD to mix your stuff, then let go of shift to return to normal controls.I expect those keys to be rebindable, so anyone could swap them.
It could result in some frustrating experiences where you forget to turn off the alchemy mode and try to fight an enemy, only for you to not movejust make it a modifier key you need to hold to stay in alchemy instead of a toggle. I think having alchemy mixing work only when you hold the key would be easier not to accidentally leave it on.
when alchemy is turned off, you could still use Q and E key for things like weapon switching and clearing chemicals.
Basically I propose you to implement your controls as two states that change depending on if you hold down the space/shift.
for example:
None Mixing state (without holding Shift)
Q - use chemicals on yourself
E - clear chemicals
WASD - movement
SPACE - Dash with movement direction
Mixing State (While holding Shift)
QWEASD - all chemicals
SPACE - Dash towards the cursor
Both states
LMB - Primary Attack
RMB - Secondary Attack
Scroll Wheel - weapon switch
I know it's been couple of weeks since DD, but I just got an idea.
imagine this set up:
wasd movement, shift for dash, LMB for attacking and RMB for Alchemy
like, I could move with wasd, but holding RMB would change QWEASD to chemical mixing.
Players would stop to mix, but they would always keep their fingers on same keys, and if they need to dodge then there is always dashing (maybe while holding RMB, players would always dash towards the cursor)
Let me know what you think
If that's what you want to achieve, then maybe you could have chemicals not be limited by tank size, but clear chemicals after every use. I think hitting combinations after every shot o essentially reload could get hectic... in a fun way. If that's too extreme, then you could have some sort of stat that would keep current chemicals for x amount of shots/hits, and that number could be increased or decreased with some upgrades.
I've since made it so chemicals that cancel out cannot be mixed together at all, e.g., the hotbar will flash red and error if you try to add a plasma to a water, and removed all circular reactions. I may rework this again.There might be situations when the player wants to just remove one chemical without removing all of them, so they would use the "opposite" chemical.
I'm a bit against it due to it limiting the amount of combinations you can make
Ideally all combos should be made with one or two taps with your fingers in correct positions like
(this is even more important in your game compared to magicka, because the same fingers are used for movement)I finished the demo on hard.
Most of my time and runs were spent on trying to figure out if there could be a better key bindings.
Taking fingers off movement keys to change chemicals is not ideal. I have a mouse with extra buttons, which made the game easier.
I gotta say the game doesn’t really force me to switch chemicals mid-combat. I don’t think my Magicka Wizard Wars exp really translates to Alchemical. There are many status effects and chemical combos that don’t feel that useful, but that might be because the game does not have that many enemies, and you just have them ready for later.
Pretty much all enemies are weak against corrosive damage (given they are robots), and given fire also mixes with that, I need to go with freezing. Two corrosive and two freezing killed fire watcher enemies in one shots, and fire mines in two shots. Electrical watchers and other mines needed 3 and 2 shots. I could switch to different chemicals with fire against them, but honestly given the tricky control scheme, I found it easier to just shoot multiple times instead.
I tried melee only runs, but timing on dodging exploding enemies was too tricky for me.
I think a good practice is clearing exploding fire barrels before entering combat rooms. Leaving them is way too risky just to get environmental kills. If that is not how you want players to play, then I guess you could spawn barrels together with enemies.
I think the game would be better if the camera was more farther away. I would like to be able to see more enemies on screen. Many rooms felt too small for all the action and barrels.
As for improving controls, I have already mentioned on the inner council stream how a modifier key for different chemical row could lower the number of necessary keys. I also think it would be a good idea to limit chemicals to 3 slots rather than 5 (not counting combos), that is one of the changes that Wizard Wars made to the original Magicka to make the game more fast-paced and I think it worked very well.
I experienced some fps drops the first few times when using chemicals/destroying barrels. I imagine it is caused by you instantiating things before you pool them. I think it would be beneficial to pre-instantiate some more used game objects into your pools at dungeon generation.
Bug Report:
I think I found a bug, or at least I think it is not how it should work:
>Make Steam with Water and Fire
>Add Plasma
>Cancel them out with Freeze
>Add Plasma for testing
you are back with 1 Plasma Chemical that still costs water and fire and freeze, because cancelling steam with freeze does not clear them properly.
I packed all my saves into one zip. You can download them from https://litter.catbox.moe/uu07x1.zip if you want to examine them yourself.
It was my first time playing your game. I played for over 10 hours, but I probably did not get very far (I base that solely on the size of the world map).
Ultimately, I got filtered by the money demon domain. I got VIP pass, but I did not know what I needed to do to save everyone (I did not want my corruption to go up). I imagine there is a way to stay pure and save everyone, but I just could not find it. Fights before that were also pretty hard, and I was forced to use my special power, so I was probably fucked anyway because I did not recover it for the upcoming boss. I don’t know if I was under-leveled/under-stated, you can see that in my saves.
I liked how you cannot just grind your way through the game. Honestly, big part of the game felt like a puzzle – you need to figure out the most efficient ways to get strong in correct order. If I were to play the game again, I would probably pay gold to get the fire mage girl back earlier given how important it is to get her early and learn her skill.
With all that said, I think the game can be very RNG heavy e.g. having multiple bandits preparing their bombs in the first turn forcing me to guard and then heal is going to be very different to getting early hits on them. I personally think it would be better if all enemies had set action orders instead.
I also think damage thresholds and scaling are off, because enemies go from dealing a lot of damage to just dealing 1 when my stats go slightly up – no inbetween.
I am not sure if I missremember something, but I am pretty sure the bad girl in jail called demon king by his human name.
I tried to play the game staying as pure as possible, but from story perspective it makes no sense for Alicia to not spend points. I only got to see one kissing scene, and I think I know how to prevent it in future, so I think that was a success. I appreciate the game being so slow with the whole corrupting process.
As much as I would like to say story is good for the most part, I cannot help but think it is weird how a character can experience so much death and suffering and still think of fucking shoes in other world. I do not know, maybe it is explained later, but I just don’t think I would be able to go on with my normal life after seeing people suicide bomb themselves in prologue – no matter if the are strangers from another world. Anyway, the writing is still better than many h-games, and it is not like those things can be changed so late in dev cycle.
Given how much players can be screwed over by unknown factors and randomness in battles, and how resources need to be managed because they are not infinite, I think the game just asks to be save scummed, or played with some sort of guide (I went in blind, but I sure had plenty of saves). Maybe I just tryharded too much on my first playthrough.
Hey aura-dev! I just want to let you know I played the linux build and it worked like a charm (I thought RPG maker games don't have the option to make linux builds).
So far I played for about 11 hours in multiple sittings.
I have no idea how much content I got left in the demo.
I intend to play more and write/record my feedback after that (in like a week maybe).
It's my first time playing your game so I want to do my best.
Let me know if you got any questions so far, or anything specific you need feedback on. Otherwise we can just talk later.
There is no adult content in the game! (for now)
If you played Goblin Resort before and beaten Baby Steps++ template, you can jump straight to new content by choosing custom save profile and using cheat code “Aggy Daggy” (note this is also going to skip story cutscenes)
I advice replaying the stand-alone tutorial fro the title screen as a quick recap (you can skip. Read them if you get stuck).
When closing the game, you can see your completion percentage. It would be great if you could post a screenshot of the details, so I can see how long it takes people to unlock what.
Guest placeholders that are in-game: goblin girls, bunny girls, eastern and western orc girls, western kobold girls, wood elf girls, dark elf girls. Good luck unlocking them all.
Devlogs since last DD:
https://webcough.itch.io/goblin-resort/devlog/734417/version-0310
https://webcough.itch.io/goblin-resort/devlog/741822/version-0311
https://webcough.itch.io/goblin-resort/devlog/749800/version-0312
as for version 0.3.13 - I added new cutscene with over 40 images.
Achievements and Skill Tree systems did not get that much testing done last two DDs (it takes a while to unlock those systems). If you are experienced with the game, you can test those systems sooner by using the cheat code I mentioned above.
Thanks Tomo for playing and all the feedback.
it got confusing
Damn, I try my best to explain everything.
I think this has too many Abilities and Stuff, swapping between them slows you down, having to crouch for jumping high slows you down, not always autorunning slows you down, and this feels a lot better when you just run full speed ahead, only utilizing multijump and dashing. This means however, that your accurace plummets, so bigger Mushrooms and Things would feel better then I think.They are situational. Some of them slow you down like that, but can save time overall, so they require more planning ahead. I agree multijump is the most versatile.
I don't know what to make out of the whole Action Point System to be able to go specific Places, when I wanted to go to the Reception, I had to reroll out all my Action Points and were unable to go there in the End.I would be lying if I wrote I did not want that to happen to players at least once. It makes freezing action cards even more important.
Some Rooms, especially the ones with small Pits in the middle, or that lead back on themselves work a lot better then the Rooms where you have to crouch into small Entrances, or jump across big Pools of Slime having to backtrack massively if you miss one jump in the middle.I got over 50 rooms so far. I am trying to think of any rooms that force you to crouch into a mall entrance, and I think the room you are talking about has alternative routes. As for rooms with really hard obstacles, I want players to quickly decide if they want to use some abilities to "skip" them, or take riskier approach.
Crates for Time and Mana should respawn after a while
No way. There are objectives for destroying crates and deciding if you want to break crates sooner, than later e.g. on your way back, is a big part of game.
When you run through your Dungeons yourself, do you find you keep cycling between your different Jumping Abilities, and crouchjumping a lot, not dashing everywhere and so on? Because all of this feels rather bad, compared to just running through it with a simple set of jump, air-jump, dash.I mostly stick to Multi Jump given how versatile it is, but Power Jump is great for skipping a lot of platforming in vertical rooms, so I used that for shortcuts. I often use crouch jump with ledge grab instead of using air jumps when I got my hands free to not waste mana. I mostly use crates for grabbing coins. I mostly play without using mana (manaless runs are a thing), but it depends on my curses, respect level and what I test. Playstyle changes depending on upgrades, and different players play differently. It is fine not to use all abilities until you are forced to use them, a situation calls for them, but of course recognizing those instances takes experience.
Yeah, I am on linux. The linux build said I don't have permission (weird) and the sh did not work.
I tried windows with Wine, but that asked me to install C++ essentials for unreal and after agreeing it did nothing.
Windows build with Steams proton managed to install unreal essentials, but launching the game just gave me
I went back to the linux build and managed to run it manually by going to Green Cheetah LinuxNoEditor/GreenCheetah/Binaries
which openede the game as:
I instantly gotten attacked. I managed to attack once, but then I pretty much lost control of the player. Left top corner messages sounded like some events were getting registered and unregistered, but I have no exp with unreal.
I launched the game for the second time and there were no problems. I love the visuals and music
It's cute you can pet the cat, but sometimes the animation plays even when the cat is not in front of you.
I expected rolling to give invincible frames.
I thought there was dashing in the game, but maybe that is going to be added later.
please do not drop this project.
I need player character to be able to do this dance emote
I tried linux build, but it did not work for me
./blorblinux3.x86_64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.28' not found (required by ./blorblinux3.x86_64)
I downloaded windows build and it worked fine with Wine.
The default size of the window is tiny
This happens all the time:
I like how forgiving landing on platforms can be in your game, but it is hard to read when you are on and off a platform.
It took me a while to get on that platform. Not because I did not know where to go, but because I found it hard to execute the jump.
Moving platforms "jitter" a lot when you get on them.
I disliked how camera sometimes stays way below the character when going up e.g.:
It was not clear to me at first which levels were bonuses
You could give them names and display them when blorb is standing on them.
Blorb blended into the level a lot for me in:
I know he is different shade but it was still a lot of blue in that level.
this is all i unlocked:
The platforming was actually enjoyable for the most part. I am glad Blorbie had infinite lives.
My biggest problems were readability of the map and some levels and how you don't reset configs of enemies, saws and moving platforms after death (something that makes the blades at the end of the castle level even worse)
The "story" is silly. Poor blorb.
I played nearly one hour.
Shame the game does not save your progress.