Mine Goblin by maximevincent

You are the Mine Goblin! Fall and tumble down the depths of the goblin caves and make your way to the gold at the bottom. The winding paths and obstacles won't make it easy but you'll surely make it through if you find your momentum
https://youtu.be/7cN-_Ow10-c




Built in Unreal Engine 5. All code, assets, and textures are our own.
:musicalscore: Special thanks to Matthew Boerner (FreshmanBiology) for allowing us to use his music. Songs from his "Crawlspace" album.
:video_game: Controls
- WASD - Nudge the ragdoll when in free fall
- Space - Jump
- R - Quickly restart the run
- ESC - Pause game
:crossed_swords: Gameplay
- Jump into the cave and try and ragdoll your way to the end!
- Smashing the goblin into the wall awards bonus points, the harder you fall, the harder you ball :sunglasses:
- Hit the trampolines for a boost in speed!

- Red barrels will explode when you approach giving you a big boost in speed

- Brown barrels will multiply your points!

| Link | https://maxdaminer.itch.io/mine-goblin |
| Original URL | https://ldjam.com/events/ludum-dare/57/mine-goblin |
Ratings
| Overall | 117th | 3.991⭐ | 55🧑⚖️ |
| Fun | 77th | 4.019⭐ | 55🧑⚖️ |
| Innovation | 292th | 3.49⭐ | 54🧑⚖️ |
| Theme | 63th | 4.304⭐ | 53🧑⚖️ |
| Graphics | 148th | 4.24⭐ | 54🧑⚖️ |
| Audio | 96th | 3.99⭐ | 53🧑⚖️ |
| Humor | 15th | 4.382⭐ | 53🧑⚖️ |
| Mood | 242th | 3.882⭐ | 53🧑⚖️ |
| Given | 78🗳️ | 102🗨️ |
Name
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I like the low-res and dithering look to the game, really gets you in the mindset of a goblin. Working settings screen is always nice in a jam game. The camera controls feel really weird, almost like it is not rotating around the player point offset from the player.
Once you jump down its quite a trip, goofy audio alongside this ragdoll goblin got me laughing, great entry, made it to ~400 depth
It is a pretty good joke that you can move around as a goblin initially on the ground, just to flail about for the actual game. I believe moving the camera around let me ragdoll in specific directions better, as that was how I got to the end. The visual component aids the feels of the game as well. Good job!
Wasn't sure at first if my WASD movements really did anything once dropped, but I guess they do a little.
Glitched through the floor occasionally, but that's okay.
Great game overall!
![20250408_BeautifulGentleOysterAMPEnergy-ga0XT7OM_87QU0pU_portrait-[00.00.000-00.18.020].gif](///raw/cd6/36/z/6b6cb.gif)
We faced a ton of issues with physics. Turns out when you accelerate a physics body really fast and then throw it at a wall things tend to break lol. Unfortunately this wasn't something we were able to fully resolve by the deadline.
Yeah I really wish we could have fixed all the collision bugs. The calculations are tied to framerate so at lower frames the game has a harder time detecting collisions. :cry:

P.S.Do you turn on CCD in goblin skeletal mesh? If not try it, it may solve falling through wall problem
P.P.S. Please, on itch.io add a link to your jam page in edit game settings
If you have any other ideas please let me know!
Nicely done!
This is awesome! I mean, we had a similar idea, but you're is so much funnier.
I wanted to try and do some ragdolling too, but I never tried it and didn't have time.
The design (sound-design included) and music is really cool and its so much fun, that I repeated it over and over and over and over and over and over and over and over and over and over nand vero dna ervoo dan ova
So overall, supa cool
I totally feel that btw. that you're jealous :laughing: , cuz I'd be too, haha.
Again your game is great! And only because I got "more" reviews doesn't mean mine is better by any means.
You'll see, you'll prolly beat me in my categories ^^
Keep it up brother!
One thing I'm not quite clear on - did you guys make the music for this? I see you credit a song you're using in the description, but I also see you're opted into the audio category so I'm just not sure what's up there.
Either way, great entry, solid work!
BTW: if you want to get more exposure, you have to get your karma level up! DUCKDEPF has a crazy ~170 karma score which will directly translate to more exposure.
We were going for a more chaotic approach to the controls creating more funny moments where the goblin smacks into walls and ragdolls around. Will take this into account though, we thought about adding upgrades which would let the player level up control and bounciness etc...
As for the karma, guess I have to spend more time reviewing games, I thought I was doing okay but 170 is crazy! :sweat_smile: Guess I'm slacking
The game play was really fun, for a while I just tried to go deeper and get higher scores. There are some obstacles which are really annoying which I always got stuck on, like that stupid rock at half way. Bit of a skill issue, but having such a hard obstacle half way (which is already pretty hard to get to) really breaks the flow of the game for me. This is also a bit of a skill issue for me though. I also fell through the floor once I finally got to the end, so I didn't get a high score :(
At first I thought I was in for some 3rd person platforming, but was pleasantly surprised to be mistaken once I took the plunge.
I hope the goblin is alright though. Just because every damn brave hero in the valley tries to whack you for some experience points and silly quest milestone doesn't means you have to take your own life! Get better Mr. Goblin! :laughing:
~Xp

I think I won :p
I went so fast that I went through a wall I think, or maybe there was a hole somewhere, I'm not entirely sure
fun game anyway, love the graphics
Cool concept with clean execution, I got stuck repeadetly at some point and wasn't feeling comfortable with my GPU heating up my room so I had to call it.
Can't really think of any improvements besides performance, really clean job guys :)
Glad you enjoyed what you did play of the game though. :thumbsup:
Also I love the profile picture.
its so fun its the perfect jam game 5/5 ^^

I like the low-rez filter you applied to everything, it has a certain retro charm to it. I think my only criticism art-wise is that there needs to be more design language applied to things that increase your speed vs. things that slow you down. It took me a while to figure out that the trampoline things actually bounce you up, because the low-rez filter made everything look like an obstacle, including regular barrels. (I know you give instructions in your game post, but I tend to just see the controls and jump right in)
I think the tunnel levels had interesting design and variation to them although there were some moments that were a bit crazy, especially the middle bit where you drop down and there's a barrel but lots of barriers around. That part kept stopping me over and over. I wish the air control was tuned up just a bit higher because it felt like I could barely steer the goblin. I think an interesting mechanic could have been to give us an extra jump if we smash into enough barrels, just so we don't end up to a complete dead stop if we make a mistake near the end, but was doing well the whole time.
Great entry, and thank you for the game!