Showing posts with label Features. Show all posts
Showing posts with label Features. Show all posts

2026/06/29

Goblin themed card set updated

One of the most common pieces of feedback I've received since announcing Goblin Solitaire was that the Goblin card deck could use a bit more personality.

I've just updated the Goblin card theme with large custom suit artwork inspired by the game's fantasy setting. It's a small visual change, but it makes the deck feel much more distinctive while keeping the cards easy to read.

Screenshot from 2026 06 29 12 55

A big thank you to everyone who took the time to share suggestions and feedback—it genuinely helped improve the game.

Goblin Solitaire launches on July 10.
Wishlist on Steam if you'd like to be notified at release!


2022/08/06

A few new levels...

 A short look through a few GIFs showcasing the details of some recent levels. It's been a productive period and GnC2 is now considered alpha2 with more than 50% content being done and tested. It's early to talk about a release date, but if this tempo continues... Well. Let's take a look.

So, in the Rolling hills you escape the evil spellcasters by entering an unusual portal... Where does it lead?

Desecrated field, detail

Desecrated fields, a short visit to an otherworldly dimension. Also an opportunity to meet an old "friend" from GnC1 (not pictured here). After you escape this horrid place...

A long stretch (detail)

A long stretch, introducing murder-axe-bunnies. It's what they do and what they are. Are you really back to the "real" world?

Swampland, detail

Swamps are traditionally difficult levels in GnC series, and this time it's not different. Besides the enemies, you need to avoid projectiles coming from the local unfriendly flora. Not to mention various spikes, sinking logs...

Boss fight, detail

After the Swampland and a few other levels you end up in a BOSS fight with this sail ship in the distance... and after you manage to beat it enough...

Shipwreck level, detail

You actually get to pay them a visit up-close. Not so tough anymore, ah, Pirates? And after this we'll visit some Dwarven areas of the game, but more about that in the future ;)

2020/10/04

2nd alpha test - the Underground

It's been a while, but here we are again, time to do another round of testing. What's been added to the game is another core area which players will potentially visit during their gameplay. Unlike the tutorial/intro level, the map and the store, which are all core elements that exist independent of the real levels, this one is optional...sort of. 

Remember the old arcade games where when you lose all lives you have that "Continue?" screen and you have to insert a coin? Well no coins here (how ironic) but every time you lose all lives you'll get a "Game over. Continue?" popup, and number of available continues goes down. You start with 5. When you get to 0 it's a game over for real... 

Actually not, you go to the Underground, which is a sort of difficult level where you need to collect 5 golden leaves to assembly a golden branch, which will resurrect you back to the map with 10 new continues. 


There's no boss in this level, only traps and some rare lost souls as enemies. I might add more later, based on the test feedback. Goblin will be in it's ghost form (not even breathing while in idle state) and the environment is cold, washed out of color and sprinkled with some old bones and spiderwebs. 


In theory, an amazing player who never loses initial 5 continues will never see the Underground. And someone who dies a lot will see it a lot... which will prompt them to buy a 99 continues upgrade from the clerk at the store (for in-game virtual coins that goblin collects). 

What is also new in this build is option to turn on hints, which will show you exclamation marks where there's some action to be done, or question marks where you should look around to find out more. This will also cover existing color-coded halos for keys and chests. Default is turned on, for now. 

I've also added an option in the settings/gameplay menu to skip all the popups (level end screen, continue? screen and so on) for potential speed runners, but it's not fully implemented yet and will be tested later. This will basically provide GnC1 atmosphere, where you just glide through without selecting options in in-game menus. 

2020/09/21

The Underground

What happens when you lose everything. All the lives gone, no more continues... Well, it used to be "insert another coin" back in the 80's, and more recently, it was "game over, load?" There's no real game over in Goblin and Coins 2... Instead, when you lose all lives and all continues... you end up in the Underground. It's a cold place void of life. 


And yet, it's possible to leave it by collecting golden leaves to form a Golden branch and find your path to the world of the living, and add 10 continues to your save. But, it won't be easy at all... maybe you'd rather start a new game instead?




2016/10/17

Introducing: Legend

It might be the time to unveil another feature that is not yet implemented, but will be before the release, and that's Legend.

It's a scroll of sorts containing information about the creatures you meet in the world, but also stories and important facts about the world itself, dangers you might encounter and so on.

These will be unlocked as you encounter them, so no reading ahead and cheating.

I've also decided on bonus items you can pick up besides the coins and it's recipes. Real cooking recipes that will actually enable you to follow them and make a tasty meal in your own home, outside of the game.

My idea is to have a piece of paper in each world that Goblin can find and pick up, and that will unlock a recipe in the Legend. Bean soup will be available from the start, but I want to include some traditional meals from Balkan region which aren't that much known across the world.