New public release - love, lust and obedience!


I’ve put out a new public release! There’s heaps of new content, new scenes and animations, major gameplay improvements, and much needed optimisations and visual improvements. Training the maids in love, lust and obedience is now more rewarding.

Featuring:

  • New Az'ea romance scenes!
  • Animated Az'ea titfuck!
  • Animated Delia footjob!

...And more! Check out the change log below.


Major changes since the last public release:

0.09

  • A new flashback scene about Az'ea's past with Lord Goblin, available if you build up her love score.
  • A new conversation with Az'ea, available if you upgrade her study a second time.
  • 8 new holding court events.
  • Further tooltip improvements to make them look better and contain more useful information.
  • Developed and improved the weather graphics significantly, building on the system introduced last release.
  • General tweaking, rebalancing and bug fixing.

0.08

  • Added Az'ea's titfuck ritual sex scenes!
  • There's a couple of versions of the scene, as with the other ritual sex scenes. This is still a little bit of a WIP because the orgasm animation is a bit slow to trigger, but it is in there so we'll tweak that later.
  • Added weekly food trader visits that will give you the option to sell excess food at a variable rate! But the traders might not like high taxes or insecure roads.
  • Added a weekly omens system - each week the priest will read the auguries and decide whether the Gods approve or disapprove of your actions. You'll have to choose how to respond, as these can go well or poorly.
  • Added a weather system - the day can now be overcast, rainy, windy or sunny and this will affect the results of some maid jobs. This is still a bit of a WIP because the graphical effects aren't all finished yet, but we'll finish it in an upcoming update.
  • Improved the tooltips, giving more information about things affecting the maid jobs and interactions, as well as giving you information on what rooms will do once upgraded when you're setting a maid to clear a room.
  • Praising and disciplining ladies will now have a +2 base rate of increase, (instruct will be +3) and their moods will also affect the result, meaning well timed interactions can increase their stats a lot faster.
  • Also, a couple of the room upgrades will increase the results by +2.
  • Portal rituals can now have their cooldown timer reduced by increasing the girls' lust scores. As the game expands this will allow you over time to manage the portal power better.
    • Added a new scene to explain this.
  • New holding court events to help increase your population.

0.07

  • New scenes focused on Az'ea:
    •  Az'ea's first and second "romance" scenes. (Although really they're not very romantic! She's just issuing demands.) 
    • A flashback sequence to when Az'ea and Lord Goblin first met. (Featuring a new CG!) 
    • Delia becomes Az'ea's apprentice. 
    • Delia makes Az'ea jealous.
  • A variety of short scenes before giving the maids orders, that might affect how useful a maid is that day.
    • Some days are holy days for Beth, sometimes Delia is hungover or Cliona has had a bad night, etc.
    • These scenes can be affected by obedience, so you will get more useful maids if they are more obedient.
  • Maids worked to 0 energy will now be exhausted the next day!
    • On an exhausted day they have to rest, no other jobs are possible, and their mood is set to lazy.
    • They lose 2-5 points of love.
    • If a maid or Az'ea is at 0 energy they can't perform the ritual at that time.
  • Many subtle gameplay tweaks. (Check the full change log.)
  • Several new holding court events.

0.06

  • Added a new foot job ritual sex option with Delia!
  • This features a new animation, as well as having two different versions of the scene, depending on her lust level. (We've also made it easier to access the more lustful versions of all the maids' rituals.)
  • Weekly tax income system:
  • Each week, decide the tax rate (high, medium or low) to determine how much gold will trickle in.
  • New holding court events related to the tax system - high taxes could result in more problematic events.
  • Improved the ritual sex scene animations, audio and presentation!
  • Added zooms and pans to better frame the action and make the ritual scenes more dynamic.
  • Added sound effects to several of the ritual scenes.
  • Improved the timing on some of the animation triggers, to line them up better with the text.
  • Heaps of small bug fixes and changes to make the game function better and more intuitively.

Files

Lord_Goblin_0_9_0_Linux.zip 324 MB
Aug 02, 2023
Lord_Goblin_0_9_0_MacOS.zip 323 MB
Aug 02, 2023
Lord_Goblin_0_9_0_Win.zip 325 MB
Aug 02, 2023

Get Lord Goblin

Comments

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oooohhh, seems to have been a while. Can’t wait to check this release out =3

Yep, a little while since the last Itch release, but we've been doing a bunch because of all the Patreon releases, so there's a lot of new stuff to see in this one. :)

So after playing it for a bit, seems like the game has, indeed, come a long way.

The management aspect of the game feels way more controllable now. It’s a bit of a rough start but once you have the essentials out of the way (Bedroom, Laundry and Kitchen upgrades, mostly) the game ends up settling on a decent rhythm. I think all this front might be missing now would be:

1 -> Maybe some player guidance into the urgency of updating these maintenance rooms ASAP. Like, say, you can’t really get started without upgrading the maid’s bedroom and I can’t really tell if other people will realise this quickly enough

2 -> Whereas those rooms make your life much easier and allow you to start giving your maids different tasks as the day-to-day gets under control, cleaning doesn’t really have anything like it? So it’s hard to take poor Beth out of it, as that’s always harder to keep in check so you don’t start getting penalties. This just slows things a bit, turns are already somewhat slow so there’s this to watch for when it comes to regulating the grind. I think it could use a broad unlockable buff as well

Other than that, things are settling in a nice pace. I liked the new management events and all. I think perhaps my greatest “gripe” this time around was that I wasn’t sure if I had more content to go through or not. Like, I THINK there’s not a lot of reason to bother raising the Maid’s obedience (outside of a handful of events) at this point but since the ritual scenes also have more than one variant there was a bit of doubt.

A bit similar with Az’ea’s backstory scenes. I was all the time wondering whether there was more content to see or not. Also not sure if that counts as part of her “romance events” because I DID upgrade her lab once but don’t think she had much affection.

So in general just some minor guidance/information stuff. Once again, the core of the game seems to be taking really good shape

Finally: I had a couple of UI bugs. I was playing the native Linux version, didn’t really check if the Windows one had them too.

Bug 1 -> The kingdom event box had the wrong layout. The actual text box element only extended like, maybe a third of the entire red window? If this is unusual/new, I can get some more info on it (note resolution, check the win version through wine, provide screenshot, etc…). Just let me know if you want/need some of that

Bug 2 -> Sometimes the “Perform Ritual” UI layer (maid selection menu, etc) would just not go away. If I backed out of the Portal Room, it would stick around, on top of other menu layers. Don’t remember trying to trigger the Ritual in an unintended place, instead I managed to roll over to the next evening and did it then.

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Thanks! That's great feedback. We get so little player feedback that can actually give us some perspective on it and now that the game's starting to take shape a little more it's very useful.

More guidance early on about how to do the management might be a good idea. It's good to hear the player's-side perspective on that.

One note was that I've planned to have a purchasable item from the merchant, once that's introduced, that would boost cleaning. Obviously not available now and maybe it'll still be a bit too hard to do early on anyway, so we might need to think about giving one of the rooms a boost to sweeping. Which one, though? I'm not sure. In past I've thought the only one that makes sense in-universe is the laundry again.

I've been wanting to add some more clear guidance on what's available or when players should stop playing. It's a little hard to figure out at the moment. We did put a note on the menu screen but that's not easy to see in gameplay. Maybe we should just slip some notes in on every area where we're going to be adding more content when you reach the end of the line.

Anyway, thanks again! I'll make notes of these points. I think we can probably act on a lot of this immediately.

Some temporary thing would be fine enough, when it comes to the sweeping, imo.

With regards to that, and the indication on what’s available, I think you can just expand a bit on the [WIP] tags you already have in place. Since there’s a lot of them, it’s a bit murky when it comes to the level of implementation they have. Splitting them in [WIP] and [Coming Soon] or something along those lines would already indicate what places HAVE some content already and which don’t.

For the questlines, a “This is as far as you can go in this version” final placeholder event works wonders. I hit those in some other projects I follow and they’re always reassuring. You could also take a similar approach to some other elements… take, for instance, the Rituals with the maids:

From the content we already have with Az’ea, I’d assume the idea moving forward is to have more options for the maids as well. In which case, say, Delia, could have a list of options that looks like:

[Footjob - 0 obedience] [???? - ???] [Not implemented]

For, respectively, an action that’s already open, one that can be unlocked, and a placeholder that indicates there is more content planned for that character. Looking at something like that would already tell me a lot about whether there’s more content in the current version or not.

For regular main quest stuff, just have a special “You have reached the end of main content for this version” special day event that pops up at the appropriate time. The player may want to keep playing for more side stuff, but that at least tells them they’ll be done with the main as well.

Finally, if you’re keeping track of the version differences and adding more content on later days, you can always have, during development, a cheat menu that expands on the current “start at first day of content for this version”. something like:

day 10 (version 0.4) day 15 (version 0.5)

etc…

Could be a hassle, could be chucked out of the window if you rework the early game, but if you expect that players won’t be able to keep carrying the one save, this can give them some help if they’re coming back after waiting out a couple versions or whatnot. This last suggestion COULD be more hassle than it’s woryh, as it’s really kind of a tiny thing.

Hope this helps shape up some of these ideas better

Thanks, yeah, we'll have a look at what it makes sense to implement for all this. Some of this might work well for us, or at least we'll look at it as we figure something out.

While shortcuts to see the content aren't exactly a long-term priority, we also need to think about the player experience right now in early access.