Lost Goblins by pndaa
This a puzzle game where you will need to save goblins lost in your dungeon.
Control: - Mouse and keyboard arrows. - Read texts the bottom text it helps! - Press space instead of the next button if you want to go faster. You can let it pressed. - You can click on reset instead of waiting for the death animation to finish. - You can zoom with mouse wheel. Sadly you can't unzoom too much.
Credits: - Florian Dufour (dev, assets, music, sounds) - Matthieu Saül (dev, assets)
Voices: - Maxime Chatagnier - Quentin Calabrese
We used existing assets: - One asset for particle effect - One asset for UI - For Goblin animation we used Mixamo
LD posts: - Day 1: https://ldjam.com/events/ludum-dare/46/lost-goblins/$207260 - Level Generation: https://ldjam.com/events/ludum-dare/46/lost-goblins/$208038


| Youtube | https://pndaa.itch.io/lost-goblins |
| Youtube | https://pndaa.itch.io/lost-goblins |
| Original URL | https://ldjam.com/events/ludum-dare/46/lost-goblins |
Ratings
| Overall | 1201th | 3.506⭐ | 173🧑⚖️ |
| Fun | 1424th | 3.225⭐ | 173🧑⚖️ |
| Innovation | 919th | 3.433⭐ | 173🧑⚖️ |
| Theme | 1013th | 3.757⭐ | 171🧑⚖️ |
| Graphics | 1210th | 3.64⭐ | 173🧑⚖️ |
| Audio | 1033th | 3.22⭐ | 168🧑⚖️ |
| Humor | 860th | 3.159⭐ | 162🧑⚖️ |
| Mood | 1536th | 3.211⭐ | 163🧑⚖️ |
| Given | 28🗳️ | 28🗨️ |
An option to speed up the time scale or the turn duration should be less frustating.
Strenghts :
- Great graphics/sound packages (and nice voice acting !)
- Fun puzzles and good difficulty curve
Possible improvements :
- When there are no obstacles, it would be nice if the goblins directly went to the objective
- Zoom/Dezoom would help in levels such as "Too many doors".
All in all, great job !
I really enjoyed level design, however, I think that UI and sounds need a bit more work to them. Imho, low-poly level design doesn't really match with cartoonish UI elements & dialog characters. Still solid 5 stars tho, amazing job guys C:
Congratulations.
My only complaints would be :
-the death animation is too long and you're stuck there doing nothing
-there are too much uneeded advices, I feel like puzzle game should let people experiment to figure out themselves how it worked
-the puzzle (especially the later ones like TooManyDoors) would be more interesting if they had more of a "catch". As it is in a lot of turns I felt like the answer was quite straightforward (simply opening the door in front)
But apart from that I enjoyed it a lot. Having everyone move 1 turn at a time after one action was an interesting challenge, good job !
One way to improve it would be to make it clear what levers and doors connect to without the trial and error.
I liked it very much. I Liked how you managed to keep the puzzle challenging enough, but not annoying. Good Job.
Great job overall!
I would have liked a fast forward button when the puzzle was solved? And it wasn't clear it was a turn-based puzzler at the beginning. Took me a little while to find the "next turn" button.
Some improvement ideas could be automating the goblin when it has a clear path to the objective, as droning on the Next Turn button feels a bit janky. Also absence of zooming, but atleast you have the movement keys.
Well done!
As others mentioned a speed up or skip to the end of the level would be nice so you don't have to press the next button like ten times in some levels.
In the to many dors level I also thought it might be a nice addition if had key assigned to the levers (like 1,2,3 for the small ones). This would make the controlls way more comfortable with the scrolling imho.
Overall I had a lot of fun and the game was nicely polished.
With a little refinement and more levels this is the sort of game I'd happily have paid money for.
First is movement speed, it's simply just too slow.
Second is death animation it is also slow.
Camera movement is also slow.
After you pass obstacles there should be option to speedup or skip annoying part of just clicking and waiting for slow movements to finish.
Without that game is great!
I found it a bit confusing at first how the goblins behave on waypoints, but all in all straight forward to play.
A fast finish mode (e.g. when the rest of the way is clear, the goblin moves directly to the target within one turn) would be a nice additional feature.
Assets and sound work nicely, and I love the orc assets being used in the message boxes :heart:
Main piece of feedback is that there should be a button that allowed you to tell the goblin to just go til the end, without you having to keep pressing "Next turn".
The sound was a little unbalanced regarding sound effects and background music.
Awesome job on the particles for that portal effect in the end and also great job on the goblin itself. The images of the goblin and the dark lord at the begging were very nice.
Missed some art in the main menu, though. maybe the same images could be used there instead of the splash screens with the dialog at the beggning.
Good job overrall! ;)
Congrats, I liked playing it :grin:
https://ldjam.com/events/ludum-dare/46/signal-fire-on-mystery-island/my-first-ludum-dare-and-i-really-enjoy-playing-all-those-awesome-games
Feedback: I would do a HUB for the levers when the map enlarges for the html5 version, because I had to go back and forth to notice where the goblins would go and pull the levers... But I like the graphics, the music is simple and adds a little mistery and sadness. Maybe do others iterations of it(?) to pump it a bit.
Good work!
And we take note of your advices because most of them are the same. And It's important to progress.
We didn't think our game was going to be successful like this.
Thank you all, we really appreciated it.
The goblin escape animation was cute, was a shame you couldn't see it on the earlier levels. The death animation was a bit time consuming and you couldn't do anything until it had finished playing.
Fun little game, was interesting to try and solve the puzzles. Will definitely try to come back to it when I get a bit more time!
I would have loved an auto move of some sort and some more camera controls, especially a zoom.
I missed being able to zoom out so I could see all the map, otherwise, great, great game!
Maybe it'll need a bit more feedbacks in game.
well played guys
Well balanced, good difficulty curve, and quite a bit of content for a jam game!
The mood wasn't really there for me, like, animations are a bit off and it isn't really satisfying to win, and not a very "juicy" game I guess. But, I can't define it well enough, so I can't complain :stuck_out_tongue:
Good job!

Thank you for testing it :thumbsup:
Interesting puzzles with a good difficulty curve.
I felt like everything could have moved a little faster, but I am impatient that way.
Great job.
If you continue post-jam, definitely tweak that.
This could be cool as mobile game, if you chunk the style a bit so it's easier to click/touch on small screen.