preview of a new level puzzle (wip) https://www.youtube.com/watch?v=ZcwTpusliDY
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It's a steam playtest 1+, now with music and more levels/enemies/stuff.
More info here: https://store.steampowered.com/news/app/694990/view/3079893382671919013
See and play for yourself, make opinions, provide feedback or just have fun I dunno... everyone's invited!
https://www.steamgifts.com/giveaway/qliF7/plankton
https://www.steamgifts.com/giveaway/TlYh7/mobius-front-83
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Ice cave level preview: https://www.youtube.com/watch?v=wGyZqi_3cdQ
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Will there be a xarabas reference or an easter egg anywhere in the sequel? It is a deciding point on whether or not to prepurchase it
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A spellcaster enemy preview. This level is still under construction, so some details are missing and so on. Character might get some details too later.
https://youtu.be/VnS2Z4ssh-c
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If you missed the demo you can watch this showcase video instead https://youtu.be/6kZ1QU4gfsk
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added to wishlist.
i wasnt paying attention during next fest or i would of tried it out.
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If anyone might be willing to support the game by translating it voluntarily to your language, let me know here or in discord.
I have an xls file with phrases (without the end game story spoiler, and without future level names, for now... so the translation is not urgent, or if you translate what's there now, you'd have to check it out later and maybe add something at the end) ready, there's 100-something entries (most are menu phrases, only some are full sentences).
There are free automated services I might use in the end for the languages without a real person to cover them, but if someone is willing to help out, I'd rather trust a real human being with this.
Any language supported by Steam is a welcome (German, Portuguese-Brasil, French, ...), though I can internally add languages that are not supported (example, game already has Serbian).
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A short update/recap on the latest levels and new things since August. https://www.indiedb.com/games/goblin-and-coins-ii/news/end-of-the-year-update3
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A brand new trailer for 2023: https://www.youtube.com/watch?v=u-DVAzLCTy0
The game is slowly coming together, so I've uploaded some new screenshots to the store page and made a trailer to follow. There's some new mechanics hidden inside, if you can spot them.
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I'm really hoping I can finish and release this year. That said, it's not just regular levels (20/25 done) but also secret levels (1/5 done) and boss fights (3/5 done)... and then there's additional testing, some "spit and polish"... Can't promise anything yet, as it doesn't actually depend on my motivation and intentions, but my day job as well (in larger amount, actually).
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A better storyline would be, if you night job as Batman was hindering development.
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Looks good. Got some Valhiem sort of vibes going there.
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You read it here first.
Article: https://www.indiedb.com/games/goblin-and-coins-ii/news/goblin-and-coins-ii-coming-in-april-2023
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German language support added (thanks to great work by Christian T). Still looking for volunteers to translate the game into Spanish and other languages (so far there's English, Serbian, Russian, Portuguese - Brazil, Turkish and German). If you're willing to help out, message me.
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It's that time of the week. A Closer look at the gameplay menu in the settings.
Also, don't forget to enter all the open giveaways, I've been updating the post lately.
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First really good stream of the game pre-release (in Serbian, but you can watch the gameplay): https://www.youtube.com/watch?v=SbjvNlYnHWM (no spoilers, maybe the first 30% of the levels shown)
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And its out. I just bought it. Was I the first one?
I'll give it a go on my steamdeck late tonight. I have stuff on after work but I will test it out before bed.
I replayed the entire first game on my deck. Looking forward to this one.
Congrats on putting another game out. :)
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Out of the box, the controls on the deck don't seem to fully work.
It looks like it has a default but you get stuck on the start menu. I don't think this was an issue in the first game but its been awhile since I played it.
Basically there is no "enter" key mapped and the touch screen did not do anything. D pad only goes up down by default at this point and you cant select to start the game.
Once I mapped the enter key, I could get past the intro menu to start the game. At that point the left d pad worked for basic controls. "space" is still missing at that point. Only the D pad works, no joysticks or buttons do anything as by default they are all mapped to stuff your game does not use.
At this point I remapped all the keys to where I wanted them using steam input and it was all fine and plays great.
I like the left joystick instead of the d pad for left right down and the A button for up/jump. I also mapped X Y to space and Enter.
The deck normally uses A for select/enter on various menus so with the remap to UP/Jump for the game I kept pressing "up" instead of "enter" for the various in game maps and menus. I may remap that to another button and the "enter" to "A" so I stop using muscle memory wrongly when in game maps/menus. lol.
I can see some steam deck users thinking the game does not work if the are unfamiliar with what they can make the deck do with steam input. For the rest of the players, once they map the keys they will be fine.
I know as the game dev you can set this default steam deck input map for new users. Setting it to include all the keys needed to play the game would be a good idea so its playable out the box without any tinkering by the user.
I'd make the d pad the same as it is now. left right up down. And I'd also set the left joystick to the same. Then put space and enter on a couple of the buttons. If that was the default then everyone would be playable out of the box and those who want the controls in different places could easily move them.
I don't think the template has anything to do with your game code. I think its a separate thing you can define for your game in steam. I don't know for sure, just going off a vague memory of something I read.
As for gameplay. Its very good. I only played for about an hour including time messing around with mappings so I'm not to far in yet.
Congrats on publishing another game. 😁
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The issue is with gms2&linux for some reason. I dunno if the same issue would appear through proton. I know I can upload a default template but I don't know how to make one without a steamdeck. Will have to look into this.
Would it be possible for you, when you create the perfect input scheme, to somehow download it as a file and let me try to upload it as default for everyone? No it wouldn't work as it would overwrite the windows controls too.
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I have uploaded a Community Layout.
Its called "Cal - Goblin and Coins II"
Take it and do whatever you want with it.
This is how its setup.
Buttons is a "Button Pad"
A, Enter
B, Escape
X, Up Arrow
Y, Space
Bumpers have stuff set, but it was default stuff and does not do anything in game, I made no changes.
Back Grips default to nothing set. I normally like to put weapon changes and quick save/load back here but that does not apply to your game.
Menu buttons, Default. Tab & Esc. Only the Esc has an effect in your game.
Dpad is a "Directional Pad", I never changed anything here and this was the only thing that did anything when I first installed the game. I guess the Esc above worked, but I was missing an Enter key to get the game started.
Up, Up arrow
Left, Left arrow
Down, Down arrow
Right, Right arrow.
Triggers have stuff set, but it was default stuff and does not do anything in game, I made no changes.
Joysticks
Right Joystick, None.
Left Joystick is a "Directional Pad", Its a duplicate control of the Dpad so both work depending what is preferred.
Up, Up arrow
Left, Left arrow
Down, Down arrow
Right, Right arrow.
Click Joystick, Enter key.
Trackpads both have stuff set, but it was default stuff and does not do anything in game, I made no changes.
I like to set the left as a Radial Menu and put all my weapons in it. I like the Right as a mouse. But none of that applies here.
Gyro is off.
No Virtual Menus are defined
No Action Set are defined.
I think with this set as a default you would get a "Playable" rating as everything would work out of the box. You have a couple places where you reference what keys do what and you show keyboard controls. You would have to show the Deck controls if it was playing on a Deck. That would be a code change however. But I think that's all you would need to get a "Verified" rating. The game plays perfect once the steam deck controls are set to emulate the keyboard keys you used in game.
Hope that helps.
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Thread for the latest game (2024)
Thread about 2023 Goblin and Coins II below
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.
Coming soon / April 2023 release trailer: https://www.youtube.com/watch?v=u-DVAzLCTy0
It's been a year since release, see the latest update about it in this reply.
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