Hey guys, after all those NOT-A-PUZZLE mini-games that you enjoyed so much over the years, I'm making a real game now and would be happy if you tried it out and reported back your comments. Thanks!

About the game:

Run and jump, collect coins, confront enemies and avoid traps, open gates and find secret stashes. It's a simple 2D platformer with a twist: You're not a hero from the castle about to slay an evil dragon, you're a goblin cook working for the dragon! It starts slowly but things get more and more complicated as you go.

Story:

Your master has been robbed by a pesky rogue, and it's kind of your fault. Follow them through 5 different settings, from the dragon's lair in the Fiery temple of Doom, all the way to the Castle Keep, and return the stolen treasure! But beware, the closer you get to civilization, the more dangerous it becomes for a defenseless goblin.

Features:

  • Over 35 levels filled with enemies, traps and secrets.
  • Unique game mechanics for every world.
  • World map - know where you're going!
  • Two difficulty settings (casual & old school).
  • Ability to save & continue later, for casual players.
  • Keyboard (You can rebind the keys) and gamepad support.
  • Cool music by Kevin MacLeod

Demo:

A free demo is available and it features the initial two worlds, so you can get acquainted with the story and mechanics very well. If you decide to buy, your save should work in the full game too! Demo is updated regularly so it's always compatible with the latest version of the game.

More info:

http://www.goblinsandcoins.com
https://nb264.itch.io/goblinsncoins
http://www.indiedb.com/games/goblinsncoins
https://www.facebook.com/goblinsncoins/
https://twitter.com/Goblinsncoins
http://steamcommunity.com/groups/goblinsandcoins


CLICK HERE TO DOWNLOAD (scroll to bottom of the page for demo; read README for instructions and stuff)


You can write any comments (or ask questions) right here in this thread! Thanks!


Ah, yes, almost forgot:
https://www.steamgifts.com/giveaway/H0p8W/
https://www.steamgifts.com/giveaway/FxXar/
https://www.steamgifts.com/giveaway/PnmPb/
https://www.steamgifts.com/giveaway/aqI1k/

more giveaways in updates comments

View attached image.
8 years ago*

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The axe throwers came a long way since introduction. :)

8 years ago
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[Major] Build 0.0.3.4

  • New level (3-4)
  • Parallax backgrounds for World 2 changed (front layer of tombstones added, hills lowered)
  • Improved couple of story graphics

All recent changes pushed to demo branch too, awaiting comments; new levels (world3) not available in the demo


Special offer + giveaway:

https://www.steamgifts.com/giveaway/622vt/so-much-blood

8 years ago
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[Major] Build 0.0.3.5

  • Level 3-4 moved to 3-5
  • Brand new level 3-4
  • Fixed some problematic tiles for a first tree on 3-1
  • Moved the first snake on 3-2
  • Fixed leap of faith on 3-5 (former 3-4)
  • ROUS nerfed (speed, sight)
  • Floating leaves synced better (to be seen)

giveaway: https://www.steamgifts.com/giveaway/1HKWS/

8 years ago
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Looks good so far even tough I'm not a platform type of guy I've played a few in my day.

My only two issues are it feels a bit floaty and the knockback is too high.
The floaty aspect might not be a big deal or a could be a part of the feel that i would get use to but the knockback is frustrating and too punishing for my taste. Most times I got hit was for 2 damage because it would kick me back into another hazard. Personally I think if your going for a precision platform axe the knockback as it makes me feel like death was games fault not mine but if your looking for a more casual fun experience increase the i frame so im not being punished so hard for making a mistake.Only got though first 3 screens but I'll test it some more later. Any demographics in mind? I got kids age 3-11 i could have give it a try if your going for a more young casual audience.

8 years ago
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knockback

You mean when you touch the enemy and it bounces you away from it? That was a measure against bugs back when there was no i-frame (very early builds) and I'm fine tuning it right now. It's already making much less of an impact, I'm just not sure if to leave it a little bit, or to remove horizontal bounce completely. Both solutions have + and - of their own.

But yes, I'm aware of this for some time now and it's something left to be decided how to look&feel in the end because it's a delicate matter that can make or break the game.

I'm not sure what you mean when you say floaty.

8 years ago
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Floaty is how the character feels. Mostly has to do with character speed and weight. It took me a bit to get use to how he jumped and moved. Kept overshooting jumps and missing stomps but its a minor thing and eventually I got use to it. Mostly I bring it up because its one of the critical parts to a platformer, play super mario and then play meat boy to see what i mean. Nothing I've seen so far in play is a deal breaker mostly stuff to tweak during final polish.

8 years ago
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Try it now and let me know what you think.

8 years ago
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Feels just right to me current build. Just keep note that your i-frame kills enemies now which could cause you some problems down the road if you tie any code to hits. Keep up the good work.

8 years ago
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Bump for awareness!

8 years ago
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Started a dedicated Steam group,

feel free to join in order to follow the updates, report bugs or just mingle with other players http://steamcommunity.com/groups/goblinsandcoins

8 years ago
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Latest version - Build 0.0.3.6 (2016-09-15)

  • Brand new level 3-6
  • Knock-back from enemies and traps greatly reduced
  • Fixed some misplaced tiles in world 1
  • Mine shaft lamp in world 1 animated
  • Changed the look of vine leaves platforms
  • Changed the hurt effect and destruction effect for the Golem King boss
  • Added new background tiles for world 3
  • Added new type of destructible platforms

Please note: Promotion to alpha is long overdue. There's no known game-breaking bugs for months now, game works just fine and graphics have been improved a lot lately. I'll change development status from pre-alpha to alpha after the world 3 is done. That means one more level, 2 story screens and a boss fight. I might also improve animation/looks for the ghosts in world 2 for this occasion.


Giveaway: https://www.steamgifts.com/giveaway/gol$M/town-of-salem
where $ = 1+2

8 years ago
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[Major] Build 0.0.3.7 (pre-alpha 34)

  • Brand new level 3-7
  • World 3 boss fight
  • 2 new story screens for world 3
  • Fixed tree openings graphic for world 3
  • Fixed some tile placement on world 3
  • Added an underwater detail to hint that depths are dangerous
  • Fixed a small inconsistency in level 1-7
  • Added a tutorial hint for opening doors in level 1-1

Please note: Promotion to alpha is long overdue. There's no known game-breaking bugs for months now, game works just fine and graphics have been improved a lot lately. I'll change development status from pre-alpha to alpha after the world 3 is done. That means as soon as I'm happy with the amount of testing this version receives.


gib: https://www.steamgifts.com/giveaway/Y#Y9O/joe-devers-lone-wolf-hd-remastered
where # = letter after ab and before d

some gameplay: https://youtu.be/UxzOZus6aqg

8 years ago*
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What about a new demo version? I see the previous build.

8 years ago
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Most of the updates in the latest version are for world 3 which is not available in the demo anyway, so I didn't consider it necessary to update it right away. After some testing and feedback, if there's things to fix and they get fixed... I'll update the demo too, of course.

8 years ago
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Updated, try it now.

8 years ago
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Bump

8 years ago
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Bump!

8 years ago
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[Minor] Build 0.0.3.8

  • Added a short pause after re-spawn so players don't accidentaly die again by sliding into a nearby trap
  • Added ability to reset keyboard keys to default setting
  • Added support for D-pad on gamepads (alongside analogue stick)
  • Improved tree tiles in world 3
  • Improved ghost sprites in world 2

Please note: Promotion to alpha is long overdue. There's no known game-breaking bugs for months now, game works just fine and graphics have been improved a lot lately. I'll change development status from pre-alpha to alpha as soon as I'm happy with the amount of testing this version receives.

Demo has been updated as well.


https://www.steamgifts.com/giveaway/ADKNs/the-bureau-xcom-declassified

8 years ago
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​[Minor] Build 0.0.3.9

  • Circular saw on world 2 now "respects" post-respawn invincibility
  • Boss2 music bug fixed.
  • Minor typo fixed.
  • Selection graphics in menus changed a bit (might be reversed)

Please note: Promotion to alpha is long overdue. There's no known game-breaking bugs for months now, game works just fine and graphics have been improved a lot lately. I'll change development status from pre-alpha to alpha as soon as I'm happy with the amount of testing this version receives.

Demo has been updated as well.


(last giveaway still open)

8 years ago
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Good luck, i'm working on a platformer too :p

8 years ago
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Declaring it Alpha.

After a year of development and 36 pre-alpha releases Goblins and Coins is officially in alpha stage of development now.


2 giveaways to celebrate:
https://www.steamgifts.com/giveaway/ALZeN/mafia-ii
https://www.steamgifts.com/giveaway/2XhTw/deadfall-adventures

8 years ago*
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[Minor] Build 0.1.0.1 and 0.1.0.2

Reworked ax-thrower AI
Longer i-Frame
Pea shooters now turn towards the goblin

8 years ago
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Sounds like an interesting idea. Though after completion of your first playthrough what next? Would here be a time attack kindof thing for stages?

8 years ago
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Also yes, interested in playing it even if i fail badly. There needs to be more progoblinoid games. Like DF, OrcishInn and ...

8 years ago
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There's "casual" (recommended difficulty) and "old school" (3 lives for the whole game, no continues or anything, just the additional lives you pick up on the way) mode, with oldschool being the one with achievements (if it ever gets on steam). I've also planned "challenges" witch will be timed, as in "run fast, get there first, don't die along the way" sort of thing, made up of mixed visuals/mechanics from all 5 worlds. (I'll add you on steam to send you a press/youtube key)

8 years ago
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[Major] 0.1.1.0: Level 4-1 added: https://www.youtube.com/watch?v=U4kK1FgDQ9c

gib: https://www.steamgifts.com/giveaway/v64o0/the-incredible-adventures-of-van-helsing-final-cut


[Major] Build 0.1.2.0

Level 4-2 (features hatches)

8 years ago*
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OK, I've beaten the demo. So far so good.

What I didn't like(that means I like everything else!):

  • Still, the axe throwers - they are nerfed, I see that, but they're in really annoying places. The first one is not that bad now. But later, when you use the launching pad and get hit nearly immediately, it's not fun. You can just replace the axemens with the normal guys in places where you can't see them early enough and put more throwers elsewhere. For example, on that small platforms at the end of one level in World II. You could see them early, they can't hit you when you're on the other platform and you have to time the jump, so they won't shoot you in midair. The thing is, you have to feel that the death is your fault, not the game's fault.
  • The boss in World II, hitboxes. I'm not sure about them, clearly you can hit him when you're above him, but I got a "double-edged sword" treatment many times.

I hope you can put the game on Steam someday, so more people can see it.

8 years ago
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I agree, but my goal for alpha was to make the AI work as intended, didn't consider placement as there's time for that (and it's maybe 30 seconds to actually move an enemy inside of a level).

Not sure if you've seen what comes after demo (world 3 (done) and world 4 (2 of 7 levels done, working on 3rd and 4th these days, just got sick and had to take a break))

As for Steam... that is my long-term goal but it's not really up to me, Greenlight voters decide what's good enough.

8 years ago
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New version brings level 4-3 to early supporters... This means Goblin is passing the woodcutters camp and entering the fields, where sea of yellow wheat is rolling over the horizon. Also, there are 2 types of workers with pitchforks and ravens and... Well, you'll see.


gib: https://www.steamgifts.com/giveaway/02#H4/ where # = the last letter, lowercase

View attached image.
8 years ago
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https://www.youtube.com/watch?v=zUXxfOeW-rk

Looks a bit slowed down, not sure if it's due to his recording process, but it's a nice video, check it out :)

8 years ago
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v 0.1.4.0 available now!

  • New level 4-4
  • Reintroduced horizontal post-contact bounce exclusively for the 1st boss fight (to avoid getting-stuck-on-a-boss-until-you-die problem that appeared after horizontal bounce was removed from the game earlier)

Here's a gib for you all: https://www.steamgifts.com/giveaway/W0pU#/insurgency where # is equal to the first letter just lowercase

8 years ago
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Episode 2 of Childhood's End gameplay adventure: https://www.youtube.com/watch?v=QgVvT82zO3Y

(He's playing Cursed Graveyard levels this time)

8 years ago*
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[Major] Build 0.1.5.0 -- New level 4-5 (feat. new type of enemy)

https://www.steamgifts.com/giveaway/W0pUw/insurgency (still open)

8 years ago
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Just wanted to bump your topic and add that I'll keep my fingers crossed for the little goblin, as soon as you hit Greenlight and give a heads-up you have atleast one thumbs-up certain ;). I've played the demo and therefore I'm not sure how up to date it is, but a couple remarks off the top of my head, if I may:

  • Camera movement sometimes seems a little bit too fast for my taste
  • Option to skip the cutscenes
  • Regarding AI: I've had one of the bats follow me through the entire level (partly off-screen), dunno if intended
  • Axe throwers are evil af :D, maybe slow the axe down a little bit?
  • The razorblades in the ground would benefit from a short delay when changing directions imo

Otherwise you got a really cute little protagonist there and some solid bug-free gameplay - a basic (not meant in a derogatory way :) and overall very enjoyable platformer.

8 years ago
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Hey, thanks for the feedback and the bump. You can skip intro scenes completely (ctrl/btn2). Bats and other "followers" can only follow you while you're in their range... World1 levels are kind of small so they have your scent most of the time. Not sure what version of ax throwers is in the demo, but they got a great fix recently.

I don't mind it being called basic - it's what I'm trying to make, good old familiar platformer that is well made and almost anyone can enjoy it. I'm not trying to re-invent a wheel... for now. :)

As for greenlight... all I can say is very soon. I'd suggest joining steam group or following the game on indiedb/twitter/facebook, as this thread does not any sort of subscription/notification system, sadly. Thank you for the support!

8 years ago
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I'll do that :).

8 years ago
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Update: v 0.1.6.0 available, feat. level 4-6

I'm nearing the amount of content I wanted to have made before the game goes to Greenlight - Once I finish world 4 (incl. boss and story screens) and make boss3 a bit harder to beat, I'll post it to Greenlight and I hope it will have support of (at least some of) the good folks from SG.

The best way to be first to know when this happens and vote for it would be to subscribe to any of the channels provided in the thread, like steam group, twitter, indiedb...


Giveaway for this update: https://www.steamgifts.com/giveaway/9Bfj3/hidden-object-bundle-5-in-1


[Minor] Build 0.1.6.1

  • Boss#3 now summons wasp-helpers
  • Main menu changed: "Story" and "Continue" places swapped, story is now called "New game".
  • Difficulty selection menu introduction changed; options "Challenge" and "Back" added.
8 years ago*
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Closed 8 years ago by NB264.