I guess it's time to officially present to you, the amazing SG community, a sequel to Goblin and Coins (which was developed here, in front of your eyes and with your help with testing and suggestions).

Goblin and Coins II

It's a 2D pixel-art platformer in development... by me. I've took in all the comments, feedback, critique for GnC - from here, steam reviews, forum posts, emails, you name it - and tried to make a better game than the first one, while still being true to the roots of what it is - a simple and fast platformer with a silly story.

Now I feel like it's ready to be shown here, and I'll be thankful for your time and potential feedback.


Here are some videos. Not attaching any screens as there's many on the Steam page.


Core game has been sort of done and through two alpha tests. What is left to do is to slowly populate the map with levels. I don't expect the release in 2020, but there is a playable alpha-demo for those who loved the first game and are curious to see the improvements.

6 months ago*

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Thanks for the giveaway! Will your game run natively on Linux too?

6 months ago
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That's the plan, unless something changes (technically; If I can do it it will be done). So far I'm testing windows only as it's easier to do it like that and just compile the gnu/inux build and test it later when the game is actually ready. But I could do it today I guess if there's someone to test the linux build.

AAAaaand it works:

View attached image.
6 months ago*
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Bump!

6 months ago
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bump

6 months ago
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bump thanks

6 months ago
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Congrats on making it to number two, NB264!

Now you can have all new bugs. :p

The first 90% of game development is easy; it's the second 90% that kills you. ;)

6 months ago
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Eh, so many things out there to kill you when you're a solo-developer, can't even name them all. Thanks!

6 months ago
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hm I finally should play the first one 🤔😊

Good luck with the second one! 👍

6 months ago
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Congrats on the sequel. Lets hope its like the Godfather where the sequel was better than the original. That's my opinion anyway!

6 months ago
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Bump!

6 months ago
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Bump.

6 months ago
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Cool, congrats! 😄

What would you say, in broad strokes, are the most important changes since the first one?

6 months ago
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Hmmm, interesting question. It's easy to notice graphics change, but there's so many things that changed behind what you see first.

First one - linear, no replaying levels, rudimentary UI, basic mechanics (run and jump, pull levers), not optimized for multiple language support, hard to add new levels, ...
This one - choose level from the map, replay levels, advanced UI, extended mechanics (run, jump, double jump, look down, move up/down slopes, use different keys, upgrade skills, ...), optimized to support many languages, optimized to easily add new levels later, ...

6 months ago*
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Not bad 😉 I'm pretty sure almost every gamer has nostalgic memories about those games where you'd move around on a larger world map and then enter seperate Jump and run levels; specially from Super Mario.

Looking forward to the next Let's Play event then, if those are still a thing. I remember there was some uncertainty about that because new rules changes before I left the site for a while.

6 months ago
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"no replying levels"?
I think you're missing an "a" there ;)
Edit: Although the fact the game doesn't' answer you means it's still correct ...

6 months ago
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fixed, thanks!

6 months ago
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That double jump animation in the teaser looks dope. I love the flip.

6 months ago
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A preview of a "Snowy Pass" level (short/easy). No advanced mechanics here. There's a type of enemy that chases after the goblin, there's an icicle that falls down and there's snow dust when you land/jump on some platforms. Need to make more variations in the tileset and some bg details to make the level more... alive.

https://youtu.be/d-R0gcLESbI

4 months ago
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Will these chasing enemies be able to jump down a ledge?

4 months ago
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These will not, this is an easy level/enemy. There might be some who can in other levels lol.

4 months ago*
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I hope enemies are vulnerable to icicles too.

The camera felt uncomfortable. Have you read Scroll Back - The Theory and Practice of Cameras in Side-Scrollers? If you don't feel like reading, you could watch the GDC talk linked at the top of the article.

Have you implemented ghost jumping? It really is a must for most platformers.

The clock format could be zero padded (i.e., MM:SS). The leading zeros could be drawn in a dim color (e.g., gray).

A simple snow weather particle system would be nice.

It would be nice if the coins were animated (i.e., spinning).

In the final product, I hope there will be a victory pose before showing the score panel and also have said panel animated in some way.

4 months ago
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I hope enemies are vulnerable to icicles too.

Icicle can kill an enemy, but needs to be triggered by the player.

Have you read

Camera is sort of lerp-smoothing position-locking mechanism, but works both ways as some levels will be right to left.

Have you implemented ghost jumping? It really is a must for most platformers.

Have no idea what you mean. If you mean jumping/walking outside of a platform proper, then yes, that's been in the first game too. I even think you can see the goblin standing mostly off the platform in the video at one point.

A simple snow weather particle system would be nice.

It would be, but I'm not using shader particles, everything is hand drawn and coded. Still can be done, but we'll see, it's not really a priority during alpha phase.

Fine: https://youtu.be/A4xU8yOp344

It would be nice if the coins were animated (i.e., spinning).

That's a design decision. Remember that you're looking at an unfinished game that might change 300x until the release. I can't say anything else of this.

4 months ago*
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A preview of "Sunny beach" level. This will be the first selectable level after you clear the intro/shop/map required part. It's of an easy variety, size medium, maybe medium-small. Crabs are invulnerable, they act the same as circulars in the first game for example. But they will also work on the enemies, for example parrots if you lure them in the crab's path.

https://www.youtube.com/watch?v=Vu_e3Uh9S1A

Note: Please don't jump on turtles IRL. Thanks!

4 weeks ago
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The new game mechanics look fun, although it'd be cool if crabs would sometime rest, allowing the player to pick it up and throw it, like in Super Mario World. I hope you'll fix the camera snapping at 0:18. But more importantly, is the duck face intentional? (And sorry, I didn't see the reply above.)

4 weeks ago
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I was thinking of something similar (burrowing in the ground then popping back up) but complicates things a lot and changes the intended mechanics for no gameplay reason. Unlike Super Mario you don't have enemies close-bye to throw the crab on them. But I might add some enemies later that you can kick/pant in direction of other enemies, we'll see.

What duckface? :)

4 weeks ago
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View attached image.
3 weeks ago
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If you're talking of the sun behind that platform, that's purely incidental, as the sun "moves"... in parallax.

3 weeks ago
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Started working on the next level, here's a screenshot of the starting location and an article for those who wanna read about me making several levels from one tileset: http://blog.goblinsandcoins.com/2021/04/using-same-tile-set-several-times.html

View attached image.
3 weeks ago
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Do you think there will ever be a Mac port for the games? I'd love to play but, unfortunately, I don't have a PC atm.

3 weeks ago
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Sadly I don't expect that to happen anytime soon.

Unlike for example Linux, where I can run a vbox with Ubuntu LTS, install dependencies and tools, then compile through a virtual network to create a Linux build directly from my Windows machine...without even restarting, switching computers, paying anything... for Mac I'd need not just own a genuine Mac hardware (and recent at that), but also a developer account that has a yearly price and I hear they made it even more complicated recently on top of all that... with some verification for the files by Apple, not really sure how it works... It's just something I can't even think about at this point.

Maybe one day in the future I have the funds and access and I just use the existing source to compile all my games for Mac too, but for now default is "Windows and Linux only".

That said, maybe there is a way to run Windows/Linux games on Mac, not sure... Or maybe some streaming service that lets you play owned games on another device? Sorry.

3 weeks ago
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No worries! Thanks for the explanation!

3 weeks ago
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Thank you! I already do/have all those things but I appreciate the help nonetheless!

3 weeks ago
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Sorry it wasn't of more help. :)

3 weeks ago
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I heard of this today https://www.codeweavers.com/crossover apparently works on M1 Macs too and there's a free trial, compatibility database like for wine and... Steam should work. You might want to give it a go and see if it's worth $29.95 depending on how well does it work for you.

2 weeks ago
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Thank you! Unfortunately, I have an Intel chip make as I didn't want to try the m1 chip from the launch.

2 weeks ago
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Should work on that too. And free trial is still free. There's different versions for different Mac OS versions.

2 weeks ago
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Drawing a background house for the new level https://www.youtube.com/watch?v=j3Y10AXA9Kk


A preview of the level and the house in it: https://www.youtube.com/watch?v=pxVDicUgq_M

3 weeks ago*
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Went back and tinkered with the trader interface, added icons to represent purchased (color) and still available (desaturated) upgrades. Might contain spoilers, depending on how much you care about story details.

View attached image.
1 week ago
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A short video that compares GnC1 graphics with GnC2 (in development), focusing on caves/mines later in the video: https://youtu.be/2oEcHAgceEc

3 days ago
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You haven't collected all the coins! How could you! 💰

3 days ago
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It's easy - you just avoid them ;)

2 days ago
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Want to try out the current alpha-build, see what the game is slowly becoming and provide your opinion to the developer? Request access to a Steam playtest right now and you might be invited between 15th and 30th of this month: https://store.steampowered.com/news/app/694990/view/3074247395148736301

It's completely free and done through steam, you don't have to download anything from a 3rd party website, join anything or whatever.

14 hours ago
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