
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 complicated.
Modeled estimate, not a reported figure. How we estimate →
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun little platformer game—I enjoyed it quite a lot! The pixel art is charming and the levels are very well designed, so kudos for that. My only complaint is how poorly balanced the Old-School difficulty is. It’s understandable that this mode wants you to beat the game in one run, but any old-school arcade game would give you more lives or another chance to continue your progress. I don’t think you’ll survive beating the whole game with only 4 lives (well, you don’t have extra lives here; they’re basically health points) especially when you encounter a lot of unfair moments due to the awful collision detection from the projectiles and flying enemies. I die a lot during the second boss because of this. I think it would be fairer if the game reset from the first level of ANY world so you won't lose all your progress; resetting the whole game from the very start is just not good. Overall, I’d rate it 8/10. It’s definitely worth playing.
Goblin and coins gives you good recipes i think
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Russian, Simplified Chinese, German, French*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Одна из самых отвратительных игр "под олдскул" в которые мне доводилось играть в стиме (я всякого добрища повидал уже) и выйдя она лет так на 20 раньше, то непременно заслужила бы выпуск у AVGN со множеством "лестных эпитетов". Особенно пугает надпись "очень положительные" отзывы на странице. Из плюсов - автор более-менее адекватно оценивает стоимость своего творения. Минусы - абсолютно всё. [spoiler][url=http://store.steampowered.com/curator/6857971]А, еще можно на меня подписаться в качестве steam куратора. [/url] [/spoiler]
Not even worth a third of this price
Jogo de plataforma estilo 16 bits muito Miserável e com um gráfico muito Maromeno, no início ele parece legal; mais com o passar das fases vai ficando cada vez mais Horroroso de Difícil, pois o personagem se movimenta muito rápido e pula alto, mas com o passar do tempo fui me ferrando cada vez mais e a jogabilidade e o jogo foi se tornando um Inferno. Recomendado, para quem gosta de desafios e procura um jogo de plataforma muito difícil; O jogo possui muitas mecânicas clássicas de jogos de plataforma, o que também o torna nostálgico e Infame, Bom Inferno à Todos.
While if there was a neutral option I may have tipped in that direction, it's still a rather entertaining game, and a dirt cheap one at that. It's got just enough charm to outweigh the flaws. The story, while very uncomplicated, is mildly funny and the ending did earn a couple of chuckles and put a big smile on my face. The game does not kid when it states it's a [b]simple[/b] platformer. You run, jump, have an automatic ledge grab, and that's it in terms of moveset. Later levels introduce a few special platforms, however, it's all small stuff (though special mention must go to the toggling blocks which for once felt fair, as they're always visible and, if you're not a particularly rhythmic person, give you visual cues) with the core gameplay being simple platforming. Some levels have a lever which open the exit gate, but they're not particularly hidden. All regular enemies die in one hit, and the bulk of them get recycled as different creatures depending on what's appropriate for their respective world. What makes the game slightly frustrating at times is that they're [i]mostly[/i] well designed, but there's not quite as well designed as the game expects you to perform. The areas are not too long, but there's no checkpoints in them and you get just three hits (with very rare health pickups) before you get reset to the starting position, with all progress lost. Hell, health persists between levels so, unless you play in Classic mode, you might as well get hit to avoid almost clearing a level and then getting killed because you started with just one. Some ranged enemy attacks are almost guaranteed hits due to level layout (they're fair when tackled on flat ground, mind you), and sadly in a few spots they're even inconsistent as to whether they get you or not. Special mention must go to the coins. Now, these are completely optional, but you are likely to try to get them all. They are not a bad mechanic; it's just that they bring their own problems with them. For one, while there's 100 coins per world, there's noway of knowing how many are per level (there's no world or level select, so whether you missed any will get sorted at the end of a world, with no option but to reset if you ever try an all-coins run); the fact that they sometimes hide behind secret compartments in architecture means you'll be searching high and low, with almost guaranteed misses the first time. As said before, these reset upon death, so you may find yourself repeating some sections due to the allure of the gold. Finally, some coins are placed in ways where getting them results having to retread parts of the level, with no major challenge. [b]If you're thorough you're still likely to get the 400 Coin achievement on your first run[/b], but it's those missing ones which hurt the most, y'know. I'm a fairly complainy reviewer as you might know, but I must reinforce that I do think the game was overall a good way to waste two hours. It's well polished, has good (not great, but signifcnatly more engaging than just "move right") level design, the art does its job quite well (with the backgrounds actually changing a bit as you progress within each world), and you can tell the developer put some love into it.
I usually write in Polish, but this time I'd like the creator to be able to read it. Cause I like that guy. You can find him on SteamGifts forum, he's making some really creative puzzles with game giveaways. And I learned about this game there, too. The demo was promising. Did I like the full version? Well... I'd give it a "mixed" rating if I could. It's not bad, so I'm not gonna leave a negative review, but after 2,5 hours I won't come back to it, ever. The only thing left to do is the "Old School" mode, but I'm certain I'll never try it. The thing is, I'm not sure what was it supposed to be. A speedy gotta go fast platformer like Sonic? Cause our hero goes from 0 to 100 in the blink of an eye. Well, nope. It's a precision platformer. That's the main problem. You need precision. But it's hard to do when you can't slow down. First 2 levers are fine, but then it starts to become frustrating. Enemies can hit you with a throw the moment you see them and it's hard to dodge it on the first try (or a second, or...). There are spear traps you can barely see. A few jumps that are hard to make. I started to swear while playing, and it's VERY rare! If you like old school platformers, high difficulty (even the casual mode won't be easy enough for many, be warned) and the feeling when you die and it's not always your fault, then go for it ;) It's short and... a little charming, I must say. I want to try the next installment, but I hope it's way better. There's a potential...
Goblin and Coins, developed and published by Nikola Bulj, is a compact and spirited indie platformer that harkens back to the era of classic 2D side-scrollers, but with a playful twist on familiar fantasy tropes. Instead of playing as a noble hero or a chosen warrior, you step into the shoes of a humble goblin cook, an unlikely protagonist on a mission to recover his dragon master’s stolen treasure. It’s a premise that immediately sets the tone for what Goblin and Coins aims to be: a lighthearted, self-aware adventure that celebrates the charm of old-school platforming while infusing it with a quirky sense of humor and personality. Though small in scope and modest in presentation, the game’s straightforward design and endearing character make it an enjoyable experience for fans of retro-style action games. At its core, Goblin and Coins follows a traditional platforming structure. The game consists of more than thirty levels spread across multiple themed worlds, ranging from dark dungeons and forests to castles and fiery caverns. Each environment introduces new hazards and small mechanical twists, ensuring that progression feels fresh even when the gameplay remains simple. The primary objective in every stage is to collect coins, avoid traps, and find the exit while uncovering secret areas and hidden treasures along the way. The pacing is steady and deliberate—each level offers a self-contained challenge that rewards patience and careful movement rather than brute speed. This slower rhythm fits the tone of the game well; the goblin cook isn’t a superhuman hero but a scrappy survivor doing his best to navigate perilous terrain armed with nothing but timing and determination. The game’s difficulty curve is one of its defining features. It starts gently, allowing you to familiarize yourself with the controls and physics before ramping up to far more punishing levels. Precision platforming, moving hazards, and enemy patterns become more demanding as you progress, making later stages a true test of reflexes. To accommodate different types of players, Goblin and Coins offers two distinct modes: Casual, which includes checkpoints and the ability to save progress between levels, and Old School, which is far less forgiving and designed for those who crave a challenge reminiscent of early 90s platformers. This dual structure helps make the game accessible without diluting its old-school sensibility. Even in its easier mode, however, the game expects focus and persistence. The rhythm of play—short bursts of progress followed by retry loops—recalls the satisfaction of mastering difficult sequences in classics like Super Mario Bros. or Ghosts ’n Goblins. Visually, the game embraces a minimalist pixel-art aesthetic that fits comfortably within its indie identity. The environments are cleanly designed, and while they don’t aim for elaborate detail, they remain colorful, readable, and charming. Each world has its own atmosphere, with subtle variations in palette and layout that create a sense of place. The goblin himself is animated with a certain clumsy energy, adding personality to even the simplest movement. There’s a quaint, handmade feel to the presentation that works in its favor, evoking the kind of simplicity that characterized early platforming games while maintaining modern smoothness. The music, composed by Kevin MacLeod, reinforces this retro mood with upbeat, looping melodies that blend whimsy and tension. It’s a soundtrack that doesn’t distract but keeps the player engaged, complementing the game’s rhythm of exploration and trial. The level design strikes a balance between precision and discovery. On the surface, Goblin and Coins is linear—you move from left to right, clearing enemies and collecting coins—but hidden paths and optional secrets reward exploration. Finding concealed stashes of coins or unlocking hidden exits adds replay value, encouraging players to revisit earlier levels for full completion. This sense of exploration gives the game a bit of depth beyond its basic mechanics. The simplicity of its design means that every coin collected or secret uncovered feels meaningful. While some stages can lean heavily on repetition, the inclusion of alternate paths and small environmental puzzles helps break up the pace. It’s a structure that feels carefully considered, especially for a game developed largely by one person. Control responsiveness is crucial in a platformer, and Goblin and Coins delivers solid, if not perfect, handling. Movement and jumping feel natural once you get used to the goblin’s slightly deliberate momentum. There’s an old-fashioned weight to the way he moves—he doesn’t glide effortlessly across platforms, but his motion feels grounded and consistent. The sense of control is generally strong, though some players may find that a few jumps or enemy collisions demand a level of precision that borders on frustrating. The balance between challenge and fairness occasionally wavers, particularly in the later worlds, but the game’s forgiving checkpoint system in Casual mode mitigates this. Old School mode, by contrast, demands mastery, punishing mistakes with long setbacks but rewarding perfect runs with satisfaction that few modern games attempt to provide. What gives Goblin and Coins its distinctive charm, however, is its personality. The choice of a goblin cook as the main character, the humorous premise of a servant trying to reclaim his dragon’s stolen riches, and the light narrative framing all work together to set a whimsical tone. The game doesn’t take itself seriously, and that makes it surprisingly refreshing. The story unfolds through small bits of text and context rather than long dialogues, keeping the focus on gameplay while giving enough flavor to make the world feel alive. There’s an undercurrent of warmth and humor in its simplicity—an unspoken affection for the old games that inspired it. That sincerity makes it easy to forgive its limitations, like the basic animation or the occasional uneven difficulty spike. Technically, Goblin and Coins is stable and lightweight, running smoothly on virtually any machine. It supports both keyboard and gamepad controls, features Steam achievements, and includes a few accessibility options like multiple languages and remappable keys. Its small file size and low system requirements make it easy to pick up and play casually without worrying about performance. The entire experience can be completed in a few hours, depending on how thoroughly you chase secrets or replay levels for 100% completion. This brevity suits the game’s structure—it’s designed to be a self-contained adventure that can be enjoyed in manageable sessions rather than a sprawling platforming epic. In the end, Goblin and Coins succeeds by focusing on the fundamentals: tight platforming, clear visual communication, and a sense of charm that comes from passion rather than polish. It doesn’t reinvent the genre, nor does it try to. Instead, it offers an authentic and lovingly crafted throwback to a simpler era of gaming, one where the challenge was straightforward but satisfying, and personality was enough to carry a small game a long way. It’s a modest project made with heart, and that sincerity shows through every pixel and jump. For fans of classic platformers, or for players looking for a relaxed yet rewarding indie experience with a touch of humor, Goblin and Coins is a delightful reminder that sometimes a small, well-made game can be just as fulfilling as the grandest adventures. Rating: 8/10
Really difficult platformer! Play as the bean soup lovin' goblin as he recovers his stolen gold from a mysterious thief. Luckily they left a trail of coins behind which should make it easy to track them down. They won't get away with this! Try old-school difficulty for even more of a challenge! Bean soup.
♥♥♥♥♥♥♥ stupid ass game. No jump buffering, poor hitboxes, stupid trailer, the worst sound design ever, i got ♥♥♥♥♥♥ by 2 vampires and a bat at the same time. Im not even gay and they still ♥♥♥♥♥♥ me without my conscent. The input delay is bigger then the mother of the dev. Cool
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