Goblin Layer

Goblin Layer is a Parody Adventure with a large cast of characters, nsfw humor, animations and more!

Goblin Layer is the slightly unhinged story about a ‘professional’ adventurer with a unique, but extremely effective, method for dealing with goblin nests.

Sadly, due to his methods, he  has also accrued an enormous amount of Child-Support debt, and on top of that, Goblin Layer’s severe goblin addiction has made it difficult for him to form healthy human relationships…

After saving a Priestess in distress, you arrive in a rough Frontier Town where the men have mysteriously gone missing… and only the women remain.

Things quickly escalate.

Developer: Parodos – Patreon | ItchTwitterDiscord | YouTube |
Censored: No
OS: Windows, Mac, Linux, Android
Language: English
Genre: Male Protagonist, Male domination, Ahegao, Creampie, Vaginal sex, Groping, Cheating, Big tits, Big ass, Humor, Adventure, Fantasy, Animated, Teasing, Spanking, Parody, Lesbian, Pregnancy

Installation:
Extract and run.

v0.57p

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Scenes
…………
Additional “stealth” animation (in 3d)
Improved some animations
Added some new renders
The banter during the ‘ritual’ is more interesting now
Additional sound effects added
Made a Halloween render with Sorceress (it’s on the Patreon) & also as a bonus in the current Itch bundle.

…………
Gameplay
…………
Spiced up Sorceress shop with new sprite art.
Ogre’s Diary added to the Swamp hut
Some UI improvements
Some dialogue adjustments
Adjusted the Amazon training fight slightly
New sprite art for the ‘dummies’
All combat scenes should now have battlebackgrounds set-up, with some exceptions, where I felt no battleback was better. Will hopefully add in some custom ones in the future

…………
Bugfixes
…………
Fixed a problematic combat bug
Fixed some missing labels
Fixed some direction fixes for lootable food items (prevents flickering when you click them)

…………
Dev Notes: Goblin Layer
…………
I’m really sorry about the delay. I thought it was gonna be done by last Sunday, but here we are. First there was a bug that took a while to figure out, then there was a lot of technical issues, when rendering animations and such. But at least it’s done now, and I will have another update out before the month is over.

I kinda want to make a polished edition for the polished edition… but no! Don’t worry! It’s time to move on with the plot, and leave the South for now. Ch7 is done!
(I might sneak in some more touch ups though, especially for the animations. The good thing about all of this, is one I’ve made an animation, I got it saved in my library, and making small changes isn’t very time consuming. And on top of that I’ll be able to reuse them, or use them as a base for new animations which is gonna speed things up.

Anyway, I guess you could say Chapter 7 was the my first big “trial” for using Blender* to render** all the 3D art. Yes, I did make a simple scene with the Guild Girl interview prior to this, but it was quite limited in scope, and there’s not really any physics, fluids or things getting squeezed in that scene.

Originally, I had planned to first make a small game on the side to practice the 3D makin’, but instead I chose the yolo route and started using Blender for Goblin Layer directly. And on top of that I made the sub-optimal choice of upgrading Blender from 4.1 to 4.2 in the middle of it all. Turns out 4.2 completely rewrote the render engine I was using… So it’s been chaotic behind the scenes, hehe. It’s been great practice though! Since I made a lot of mistakes, I have also learned a lot in the process. In terms of fluids, deformations, pushing an object into another object, squeezing things, making things jiggle, and so on. Knowledge which will make my life easier going forward. And it feels great to finally be able to make literally whatever I want, and use Blender seriously for the game’s 3d art. The old program was easy to use, but very limiting in what could be done. I kinda had to adapt the story based on whatever assets I had availible and the quality was quite shit. For example if you made certain body parts too big, you could literally see sharp pointy edges, because they were too low-poly. I had to hide all those things by using certain camera angles, or photoshopping out the problematic areas. Those are things I don’t have to worry about anymore.

I don’t know if you’ve seen the animations of Lara Croft, or various Overwatch characters, doing immoral things online, but those types of animations are often made with Blender. In case you’re wondering what level of quality is achievable. Not all of those animations are my cup of tea, but from a technical standpoint they are real good, and I’m aiming to the reach the save level of 3d skill as those guys :-).

Anyway, back to the plot. What is next? Short-term, most likely some things with Gobihime (previously known as Goblinette)! Recently rebuilt her model in Blender, so now it’s time to put her to use…
And you’re probably gonna start seeing some more scenes around Hubtown as we move towards the “Human Relations” story-arc. And I gotta add Gobapatra to the book of offspring & animate a risky scene… in the throne room. Should be time for another update before the month is over >:-)

The ‘Human Relations’ arc, as I said before it’s a bit of a turning point, not only because it will, finally, unlock the possibility of… deeper human relations… and after that I’ve actually planned to head towards the end-game, in terms of the main storyline at least.
_______________________________________________________________
* Blender = A program for making and animating 3D models
** Render = the computer “draws” the 3D animations/images you have modelled and animated and turns them into images/movie files

…………
Dev Notes: Random Thoughts
…………
1. I think I’m gonna save up for a better machine.

2. I also impulse bought a point and click adventure “toolkit” for Unity recently. Or no, that’s a lie. At the moment of writing I haven’t bought it, but I’m at the verge of doing so. 70-ish bucks to make an interactive 3D adventure without any significant coding required… could be interesting… And Unity should have better support for exporting to Android, Mac, Linux… RpgMaker’s support for other platforms is not fabulous at all. Goblin Layer will remain in RPGM, because remaking the game in another engine would be a massive waste of time, I think you prefer new content instead. But a toolkit like that could come in handy for future projects. We’ll see.

Rating: 4.0/5. From 399 votes.
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