I still don't quite understand. Can you try explaining again what moves or behavior happens when you don't think it should?
Martin Nerurkar
Creator of
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Can you elaborate a bit on what your problem is?
Currently the game supports mouse OR keyboard, in a way. You can play fully with just the mouse and you can play fully with just the keyboard (kinda like you would with a controller). And the game currently switches modes as soon as you hit a keyboard input or click a mouse or controller button.
The input hints should be based on the last used device (so if you pressed a keyboard key they should be keyboard hints, if you pressed a controller button they should be according to your device and if you clicked mouse they should be mouse hints- tho generally fewer)
If you're experiencing something else or if you're having trouble with that design, let me know! I was considering an option to disable the auto-switching.
Y'know, I think that's a pretty accurate assessment. I do believe the game can work well for more introverted players, but in that case it's very important for the TP and the other players at the table to make space for them. Because it's a funny game it can get a little loud and chaotic, but that might drown out the quieter voices if you're not careful, for sure!
Actually here's the google translate result. At first glance looks like a solid translation:
Well, there's always a small chance, but we'll see. The problem with PC > Mobile is this:
A) The interface. Text and buttons need to be large enough to actually use the game. I learned that from my previous game, Nowhere Prophet, and intentionally made the interface a bit chunkier—also so it's still easily readable on TVs or the small Switch screen (if I manage to do a console port...). Touch input also has to work, of course, and even though I've already thought about that, there are always unforeseen issues when you implement it. We'll see how well it works.
B) The mobile market is screwed. Nobody wants to spend money; everything has to be free and free-to-play. I'm not really keen on turning it into a free-to-play game. The other alternative is to make a free demo with a paywall. It's doable, but it's also a significant amount of work because you suddenly have to integrate the different payment systems of the app stores. This also comes with various conditions…
C) The app stores are a real pain, and testing on different devices isn't easy either. Since I'm just one person and don't have a QA team, it's not that simple.
What I'm trying to say is: It would be awesome, because I think the game would play great on tablets. But it's not a priority for me. I'd rather develop console versions, and that's a challenge in itself…
Not currently no. Mobile is a tough beast. I've actually answered this question in more detail on Reddit. It's in German but I'm sure you can run it through a translation service to get the gist of it:
https://www.reddit.com/r/zocken/comments/1qs4h4f/comment/o2the65/?context=3
The demo for my latest DECKBUILDING BRAWLER is live! You can grab it on itch now!
Crownbreakers is a fast-paced card game of revolutionary violence. This spiritpunk world is ruled by tyrants that grow fat by stealing souls just to grind them into profit. Fight against necromantic criminals and demonic billionaires. Break the soul trade and free your city. Crownbreakers combines turn-based tactics with deck-building mechanics in one snappy package.
Use your champion's actions and your cards together to control the battlefield. Push enemies into the perfect position for your area of effect abilities or chain explosive barrels together to pulverize the opposition. Master this to make the most of your abilities.
Each turn the battlefield advances, uncovering new obstacles, new enemies but also new rewards: rare cards for your deck, powerful relics to enable new synergies, and stickers to add to your cards. Build your deck and keep pushing forward. Only the strong can make it to the boss.
Add Stickers to create powerful, custom cards. With stickers you can increase a card's damage, add new abilities or even extend a card's area of effect. Limits are for other people. And the right sticker on the right card can make or break a run.
You can check out the trailer here:
I hope you'll enjoy it!
I'm trying to set up a build pipeline to push builds to itch but I can't seem to get to log in to butler....
I'm on Windows 11, and
butler.exe login
opens up an auth window. I can click to authentificate and then when I go back to the command line I get:
authenticating: retrieving wharf status: Server error: HTTP 403 Forbidden for /wharf/status
This happens, whether I run the command in the command line or powershell, whether I'm executing them as administrator or not. I have no clue what's going on. Can anyone help?
Hi Dare! Ex Umbra is not yet available in physcial form but a kickstarter is planned. You can find it here: https://www.kickstarter.com/projects/sharkbombs/ex-umbra
As for Ex Novo: It might be available in your FLGS towards the end of the year/beginning of next year if you're in the US. If you're in Europe there are some copies with Spharenmeister's Spiele, If you're in the UK there will be some with Dungeonland and Iglotree.
Alternatively you can also get the game directly from me...
Good morning! The Goblin Errands digital files are available through the bits and mortar program. Your LGS should be able to join it (if they aren't already) and send you digital copies through that system.
https://bits-and-mortar.com/
Hey Big! The second edition will be a free update for all existing customers. We're not planning on making it a separate product to require you to repurchase. However, that said - the Crowdfunding campaign still has its late pledges open for a few more weeks, if you would want a physical copy. But even if you don't have the funds now - no worries! There will be other ways to get the game later on.
Happy to hear you've been having such a good time! I do agree, that side quests can be distracting, which is why the book recommends one, and then just see if more pop up to distract the players a little.
My experience is that it massively depends on how long you want the session to be. If you want to be through in 2-3h, then no side quest is probably the way to go. If you want to have a grander adventure, 2-3 might be good to give the gobbos something to do besides the main errand.
Also, thank you for the wonderful and kind words! I appreciate them!
Man that sounds great! Happy to hear Goblin Errands was played at PAX East. I was at one PAX a decade ago and it is still a fond memory for me. I am curious though, what is the PTI Library?
Also note that if you got a physical copy through your LGS: If they are a member of bits and mortar (https://www.bits-and-mortar.com/) then you can get the digital edition through them for no extra cost!
An alien visitor in a goblin colony? That's such a great idea! I absolutely adore it. I also want to shout out "multiple hearts" as a A+ descriptor! Absolutely lovely playbook!
I also think I'd like some clarification on "Send". Like can you inject visions into unwilling participants? Can these be nightmares or are they purely to communicate?
And in "Glow" (love the simple feat names, by the way), I'm not sure what "shift an item from far away" actually means.
Oh, and another thought: If you want to keep working on it and add advanced feats, I think it might be a fun idea to have each advanced move be some weird technological gadget? Tho that might make the space a little too constrained.
The Goblin Errands game jam has come to a close! It's been a blast, but also a little stressful for me. I stated this on a whim, not knowing if anyone was going to contribute beside me so I'm really happy for everyone's submissions! I just want to take a second here and say thank you for participating and submitting something to the jam!
I plan on reading all the submissions and responding with some feedback in the comments. I also plan to call them out all submissions on the Goblin Errands game page so more people can find them and give them a try.
Also if you have any feedback, on submissions or on the jam itself, please let me know! I hope you had fun but I'm always happy to find out how things could improve.
💚 Martin

























