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Goblin Escape

Goblin Escape is an action-platformer with unique stance-based combat mechanics that will test your skills. 路 By PsychoSeel

General Feedback & Suggestions Thread Sticky

A topic by PsychoSeel created Jan 03, 2026 Views: 1,120 Replies: 15
Viewing posts 1 to 11
Developer

We'd like to hear your thoughts and ideas about the game, feel free to share anything that comes to your mind!

(+1)

I think a aphrodisiac gass whoud be cool to try 

also I love the D&D vibe to it 

hope it works on android 

Developer

Android version is planned.

ABSOLUTE GAME DEVELOPMENT 馃檶

(+1)

How is everyone downloading this? it wont let me

Developer

Public release is in 1 month, Patreon members get early access. 

Has it been a month yet

Developer

It will be available on February 19

the jump animation is weird :) .   

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I'm puzzled by those purple bubbles on the ground. I don't know what the design is meant to signify, but in players' minds, they often indicate that something is poisonous or that a character has been poisoned.

The animation for pushing should be closer to the enemy; right now, it looks like the enemy is being pushed away without even making contact.

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Hey man,

This is a solid title you got going on here, love the gameplay and stealth mechanics. I think the only thing I would recommend is tweaking the visibility of the circles when run or sprint by default, and maybe only do so when you're close to an enemy.

Android version pls 

So just recently found it. So if im correct there's 2 sex poses.
1. The goblin grabbing you although they rather seem to kill you than fuck you but it can occur.
2. when they actually down you the first time they'll fuck you second down means your dead.
it looked promising and kind of would like a method to iniate the sex instead of rng when the goblin feels like it. Other than that I saw the patreon post so I'll assume this would be all there is to it, shame though I think it would had some potentional

(1 edit)

I've given this game a try. I like the core of it, but here are my criticisms.
I had to run off of a cliff 6 times to kill myself because I became stuck after picking up the heavy attack stance. I had 3 strength, 1 endurance, 1 vitality, and maximum fatigue. I did not have enough stamina to do a single heavy attack. Therefore, there was no way to progress, as I couldn't break the barrier. I tried eating a fatigue reducing item, but it did practically nothing to the fatigue bar. I had health rejuvenation running, which made killing myself by running left, far enough, climbing high enough, running back to the right, and jumping from the highest point I had access to, a challenge to do fast enough to not recover the health by the time I jumped again.

The mechanics feel unnecessarily janky, and are easily exploitable. 
1. Jump is not in the list of controls that can be customized.  [Suggestion: Add it to the list]
2. The character can't turn around with her sword out.  [Suggestion: Goblins can run and turn with swords out, make the stance button separate from having the sword out, that gives you the slow non-turning movement and automatically blocks when not attacking, while stance is toggled/held. Make the shoulder bash a separate key. Let the character run jump and turn with the sword out, and attack of course, without having to be in stance mode.] 
3. The blocking mechanic is unclear. Pressing down doesn't appear to do anything. Down = S? Down Arrow? My character doesn't block.  [Suggestion, See 2.]
4. Walking up stairs isn't the default. [Suggestion: make it the default]
5. The character can jump and land on stairs, but can't jump and ledge grab them. [Suggestion: let the character grab broken stair sections like ledges]
6. The goblins don't use stairs, jump down ledges, or climb ledges, so I can just hit a goblin, then put my sword away and move quickly again, out of the goblin's detection/movement capabilities. Which trivializes the fights and the movement restrictions with the sword out, because I take it out instantly, swing, put it away instantly. Keeping it out is pointless.  [Give the goblins stairs/ledge climbing/dropping animations and abilities so they aren't so trivial. also see 2.]
7. The fatigue reduces the stamina more than seems to make sense. I start with being able to do 5, nearly 6 heavy swings in a row. (3 strength 3 endurance now) Immediately after those 6 swings, I can do 5 swings. Immediately after I can do almost 4 swings.  Immediately after that I can do 3(.5) swings, then 3 swings, then 2 swings for 9 iterations, then I'm down to 1 swing. Not counting fatigue buildup from other activities. This is too much fatigue effect, too fast. The game becomes tedious as I stand there waiting so I can break a box, or hitting a goblin once, then going to a ledge and waiting, and repeat 4 times. [Suggestion: Cut the fatigue effect in half at the very least, and cut the build up in half as well, at the very least]
8. The amount of buttons I am pressing to engage in basic combat is very janky and mis-pressing buttons is the biggest factor in the combat which makes it a challenge. Not a good kind of challenge. [See 2.]

Also like the sound visuals, I think maybe a toggle to turn off the purple bubble smell visuals would be nice.

Other than that, game looks fantastic. I haven't seen much yet but this game has huge potential.