Legend of the Goblin Hoard by Bauke Regnerus

Legend of the Goblin Hoard is a first person melee combat game. Descend into the lair of the Goblin horde and claim the famous treasure. Only the most brave and cunning warriors will prevail.
SLASH BLOCK DASH and STUN
This is my first attempt at a first person game. My objective was to get the overall controls and feel of impact right.
Gameplay footage https://www.youtube.com/watch?v=LhxF4vPL8qc


Change log
v1.1 Linux build.
v1.2 Ogre attack audio bug fixed + slightly moved shield out of the player's field of view.
v1.3 Added text to clarify a player can press SPACE to continue after death.
v1.4 Minor balancing of enemies.
v1.5 Improved tutorial.
v1.6 Full controller support + sensitivity sliders.
v1.6 Hero now sweats when near death.
Additional credits
Music by Kevin MacLeod under Creative Commons License.
Sound effects from http://freesoundeffect.net/ and https://mixkit.co.
Color palette is Color Dome 32 by polyphorge.
| Link | https://baukereg.itch.io/goblin-hoard |
| Link | https://baukereg.itch.io/goblin-hoard |
| Original URL | https://ldjam.com/events/ludum-dare/48/legend-of-the-goblin-hoard |
Ratings
| Overall | 278th | 3.93⭐ | 59🧑⚖️ |
| Fun | 165th | 3.982⭐ | 59🧑⚖️ |
| Innovation | 970th | 3.158⭐ | 59🧑⚖️ |
| Theme | 1539th | 3.071⭐ | 58🧑⚖️ |
| Graphics | 598th | 3.939⭐ | 59🧑⚖️ |
| Audio | 580th | 3.57⭐ | 59🧑⚖️ |
| Humor | 818th | 2.786⭐ | 51🧑⚖️ |
| Mood | 762th | 3.6⭐ | 57🧑⚖️ |
| Given | 44🗳️ | 72🗨️ |
Well done, I think you have the start of a great RPG
I really like the design of the levels (multiple paths, different enemies).
Also the switch between overground and underground is nice.
Things I think could be improved: Add some lightning and shadows. The underground parts of the game are too bright for me.
The difficulty curve: The game gets hard very quick. I think it could be easier.
But yeah. Since this is a one man project this is quite impressive.
I hope my feedback is helpful. Have a nice day!
The only problem is that camera shakes a little bit too often, making me feel a little dizzy after playing a while.
Great work!
Great job!
The mechanics are simple and understandable and I liked that the ogres mixed up the combat since you need to dodge them to avoid taking damage.
Very, very nice job!
Funny little game!
@snesgaard High five for the Linux squad! XD I just uploaded a native Linux version as well. Thanks for playing.
Also nice Art Direction, 3D Modelling and animation are on point for a low poly game. ;)
https://www.twitch.tv/videos/1004858368
Combat feels good, all the mechanics work well together.
Enemies don't feel too powerful or too weak.
Very good work!
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1004825468?t=2h43m38s
Combat felt alright in general, but attacks were somewhat too slow (both on the player and the enemies). The shield definitely block too much of the screen and wider fov would be nice. The use of dash felt limited in later areas where it was easy to fall down to your death. I actually managed to trick one knight into doing just that, and he died bravely in lava. But earlier one knight attacked me through a wall, so I was not sorry :D

I enjoyed the audio track and would love some cool sfx.
Thanks for submitting it! -PomoTheDog
Great result!
I think the combat was the one part that could use more work to make it more engaging. Here some suggestions if you plan on working on this more:
-Shield take up too much screen (i know a few others mentioned)
-More character progression besides health upgrade. maybe a couple different abilities to unlock that allows the player mix up gameplay on their own terms (being able to dash multiple times and store charges would be cool)
-more varied enemy AI. the enemies all feel unique and require different strategies, but it seems like they all use the same AI, but with different values for attack range, attack speed maybe, and when to move closer to the player. The way they stop completely makes the fights feel a little static
I liked the flat shaded low polys and the only problem I had there was parts where two planes are shaded the same color and there's no way to tell there's stairs, or a ramp without viewing at a different angle. Ambient occlusion or some subtle textures could help a lot there

I think I got bugged out when I killed the last enemy and fell in the lava. It looked like it killed me (had the particle affect when you die) for a split second, but then I got the 5 health upgrade from finishing the level
and then I was stuck in the lava with 5 health XD

This is a really good start I hope you keep working on it! The foundation is really solid and you accomplished a LOT for the jam.