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A jam submission

Goblin BladeView game page

Battle darkness with the power of combos
Submitted by Homer C (@hammer2k2) — 5 hours, 6 minutes before the deadline
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Goblin Blade's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#542.8182.818
Impressiveness#622.4552.455
Overall#752.4322.432
Enjoyment#812.0002.000
Creativity#822.4552.455

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Cool soundtrack and main menu, really sets the tone! Initial text box feels weird uncentered. The transparent red box around the UI doesn’t quite fit with the rest of the visual style. Townsfolk hints should stay until I leave their proximity, allow time for the player to read and digest, and for them to decide when they’re done. Camera feels good off the bat. Could perhaps ease in/out of movement a bit more, but feels immediately cinematic. Click and drag would be cool to have for ease of player movement. Dashing feels a little weird going off the player’s direction rather than mouse location. I’m interested in buying wares, but don’t seem to have the option. If I’m proposed to do something, it would be nice to have the option to do it. Healing well vfx colour mismatch, is health red or green in this game? Tree branches aren’t fully masked, can see the square cards. Should check whether a mouse click has hit the ground or not. Pressing the top of the lamppost leaves my hero continually running towards it. Enemy number very quickly ramps up, am I supposed to just walk past them? Can run past all enemies on way to golem. Could be fun to play with traversing around enemies to avoid conflict. Lifesteal is maybe a little generous. The battles go 200% my way without needing to retreat. Enemies could return to their spots/split up after I go out of range to incentivise more strategic play Didn’t realise I had to hold the number and press at first, instructions just say to press the number key. Having to alternate each blow is perhaps a little excessive, maybe after 3 hits or so, otherwise I’m always going to cycle 1, 2, 3, 1, 2, 3. Shield seems a bit useless too? I managed to beat the game without ever picking it up. Could tie the shield in with the combat for sure! What reason is there to dash? Some AoE attacks could help warrant it. Dash did seem to help me beat the final boss, but I don’t really know why. Am I invincible while dashing? Did it just help me reposition around the boss well? Would be good to tell the player why/when to use dash. No healing before the golem is a bit rough, or even no health regen. Would’ve been nice to see another one of those wells near the boss arena, that’s for sure! A more interesting boss arena could be fun, maybe some more feedback on his attacks too as he has such a large weapon. When that thing hits the ground you want to see dust flying! Great foundation to expand on, and bring in more mechanics and concepts! Cool art and visuals all round! Nice player feedback when attacking enemies, good sfx and vfx. Really great work, and I would look forward to seeing this expanded and refined should you choose to do so! --- The core mechanic of Goblin Blade - switching between three different attacks - seems interesting, but isn't explored very thoroughly. Each attack seemed to be more or less identical to me, so in every fight I was basically just mashing the mouse and tapping 1,2,3,2,1,2,3 between hits. I think there is something there, but the player needs to have a reason to switch to or from a specific attack at a specific time. I didn't run into any major bugs, which was good, and it was a nice change to see a 3D game in a game jam - well done on being ambitious! My suggestions for future development, if you are looking to polish this up into a portfolio piece, are 1: Make the attacks feel different in a meaningful way. 2: Reduce the number of enemies the player encounters at once, spread them out a bit more and try to make each encounter feel different. 3: Change the mechanics for the golem boss so that the player doesn't have to run back to town to heal in the middle of the fight - it's really flow-breaking.

Number of team members
1

Please credit all external assets you have used.
Synty Polygon [Dungeon, Nature, Adventure, Knights, Fantasy, Rivals, Particle FX], Kevin Iglesias Mega Animations, ARPG Effects, Quick Outline, Post Processing Profiles, NPC Voice Pack, freesound.org sound effects, Colossal Game Music Collection, Unity 6

What engine or toolset does your game use?
Unity 6

Please provide a full playthrough YouTube video for your game.
https://www.youtube.com/watch?v=UZfg2-8GJbI&t=241s

Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtu.be/-i7rLz5Q7fk

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Comments

Submitted(+1)

Just played Goblin Blade—really cool entry! Visually, the game looks great, and I especially liked the 3D environment and top-corner camera angle—it gives the game a nice adventurous feel. The voiceover dialogue for the NPCs was a pleasant surprise and added a lot of personality to the world.

The attack mechanics took a moment to figure out, but once I got the hang of it, it became fun to control. I love this kind of 3D setup, so it really clicked with me.

Some feedback:

Sometimes the camera suddenly shifts when attacking enemies, which can be disorienting.

Pressing space causes a strong camera shake—it might be a bit too intense.

Would be great to see enemy health bars like the player’s.

The UI is functional but quite basic—some polishing there could help the overall feel.

Overall, it’s an adventurous and enjoyable experience. I’d love to see a more polished version in the future—great job!

Developer

Thanks for the feedback!

Jam Host

Hello! While your game doesn't contain AI assets, could you change your header image for the game to something more reflective of your game's style? I think it would look more approachable and representative of the effort you've put into the game if you used a screenshot of your game instead :)

Developer

Thanks for the feedback!

Developer(+1)

Thanks for the great suggestion. Already made the update. :)

Submitted
Deleted 1 year ago
Developer

Thanks for the feedback!