Plunder of Goblin's Grove by aurel
Plunder of Goblin's Grove
Treasure awaits you in Goblin's Grove! These goblet-hungry goblins have been hoarding goblets for too long, and it is time for someone to recover the kingdom's lost goblets!
Equip yourself with bombs, whip, and spears to take on the challenge.

Find the treasure in the forest!

Fight evil monsters

Original plan: Pass through the enchanted forest... pass through the forbidden woods, the catacombs and reach the end treasure!

State of the Game
Unfortunately, due to a bunch of people dropping out, we ended up with too much scope, and too little time. As a result, we did not get anything but a tutorial level and a small bit of a first level actually complete during the jam. So this map is in the game, and is pretty, but is basically non-functional.
Audio Note: I, Aurel, am a programmer, but our audio guy dropped out so I did what I could with the music/sound effects, most of which I recorded in Audacity with my mouth and random stuff from my kitchen. If the music doesn't quite fit the vibe. The music was played on Baritone Ukulele, Banjo, Ukulele, Irish Tin Whistle, Melodica, Jangling Keys, so it's a bit rough. There's many things missing sound effects, but we did what we could during the jam.
Goblin Note: The AI for our goblins broke down as it grew more and more complicated. Our goblins had support for sitting, melee attacks, spear throwing, spear jabbing, bomb throwing, retrieving weapons, etc, but as the AI grew more complicated, it started to get janky in unexpected ways. As a result, this ate up a large portion of our time, and we had to simplify the goblins to get them to work.
Known Bugs:
- Goblins don't really damage you
- Goblins don't have sound effects (recorded, but not implemented)
- Map is basically useless (we ran out of time and ended up abandoning the level select for a basic "loading zone".
- In some cases, the player goes to negative health instead of dying - the player just keeps accruing negative health. Whoops.
- Mouse Sensitivity in the Options menu doesn't seem to work correctly on some machines.
- Frogs sometimes fall off the map
- Darkwings fly out of bounds sometimes :(
- Slimes get stuck because their AI is bad
- Goblets don't have select and have to be stepped on
- Lots of jank
- Don't go back to title screen and try to start game again
- About button on title screen doesn't work
End Game
Because we ran out of time we cut out a bunch of stuff and quickly slapped together an ending of some kind. It's not very satisfying, but it will tell you how many goblets you found. Post a screenshot of how many you can find. Can you get all 48?
| Windows | https://cinderflame.itch.io/plunder-of-goblins-grove |
| Original URL | https://ldjam.com/events/ludum-dare/48/plunder-of-goblins-grove |
Ratings
| Overall | 443th | 3.808⭐ | 28🧑⚖️ |
| Fun | 483th | 3.64⭐ | 27🧑⚖️ |
| Innovation | 917th | 3.2⭐ | 27🧑⚖️ |
| Theme | 1454th | 3.173⭐ | 28🧑⚖️ |
| Graphics | 397th | 4.125⭐ | 30🧑⚖️ |
| Audio | 465th | 3.667⭐ | 29🧑⚖️ |
| Humor | 604th | 3.065⭐ | 25🧑⚖️ |
| Mood | 555th | 3.76⭐ | 27🧑⚖️ |
| Given | 36🗳️ | 14🗨️ |
EDIT: Got back from my vacation to my dev machine and have replaced the build. Looks like my personal server is yelling about the large file size and refused to serve the zip - my bad!
So I closed the game, using its exit button successfully, before I left the tutorial area (was busy checking that sprinting toward the ledge would let me jump further and was not disappointed) and before anything caught fire. But the motion, graphics, and sound set a lovely mood. Being tiny and speedy and full of wanton destruction (okay maybe that was more brought on by the "how long can I let my laptop suffer for my joy?" question) was a great experience. Sorry you're cutting it so close on getting enough ratings to rank, but congrats on completing the jam and thank you for sharing!
Anyhow - i have found some bags:

if you trow some spears inside traps - it wont work, becouse of collisions.

It wouldnt work if there is NO COLLISION - ha-ha^_^

I am still dont understand - am i should do something with it, or its like a decoration>?
So thanks for game and dont be sad becouse of some folks that past away. You three - a heroes, that make a great game. By the way - you can find me anywhere as @Jarnero \JarneroGD so we can talk about your game lately. I am gamedesigner, btw. See you^3

Nice team

And nice ending. GJ!

I didn't really see the use of the whip after you got the spear, but maybe it would've gotten its importance in later levels.
The AI, as you already wrote, feels pretty stupid, but hey they're goblins after all. The frogs jump-distance sometimes frightened me a little bit, somehow the animation and the distance doesn't fit together and you're expecting shorter jumps.
I'd loved to see the other levels, but this small "demo" of your game already feels very polished. The loading screen is really cool.
I hope I managed to get all goblets, the number is suspiciously relating to Ludum Dare. :thinking:

Thanks for the kind words about the music - I'm no musician, but I can play a few instruments rather poorly. I have no idea how our music usually does this lol
As for the weapons... the spears are technically supposed to be limited in number. You can TECHNICALLY pick up spears after they fall on the ground, but were running into issues with them flying through geometry and didn't have time to fix the collision interpolation, so we just decided to make spears infinite at the last second. We also didn't have time to make pickups for spears.
Technically, the goblins are SUPPOSED to drop Sacks of Spears, which were supposed to be pickups...
Basically, the whip was supposed to be the "You don't have any more ammo, so you need a basic attack"
The first person platforming wasn't great because the movement was very floaty. Didn't give me too much trouble though.
I mostly just ignored the mean goblins. They didn't seem much to be very good at aiming. I like the bat creatures.
The art style made all the creatures look too friendly to have to go round murdering them all.
Great job one the game!
I did get to hear the frog sounds though! :frog:
A few suggestions:
- The aiming seems a bit off, specially with the spears.
- I think the movement is too floaty for the platforming sections, maybe reduce the inertia
- There seems to be no reason to have limited bombs, it can lead to people getting stuck unable to break the brick walls.
Amazing job, congrats!