An Interview with the Developers of Goblin Stone

I get a lot of press releases in my email - thank you devs and marketing teams! - and sometimes they catch my attention immediately. That was the case for Goblin Stone, a new turn-based RPG from Orc Chop Games. It utilizes many of the same mechanics as your favorite traditional RPGs, but with a really fun twist - you play as the bad guys!

I was immediately hooked on the adorable designs, the stoically silly narrator, and the promise of a fun, off-beat story experience of building a community of goblins to flourish despite the efforts of wayward adventurers. The game is simple to learn, fun to play, and exactly the kind of thing I can see myself sinking hours and hours into.


Vince McDonnell, the lead developer at Orc Chop Games, was kind enough to respond to some interview questions I had for him.

SUPERJUMP: Introduce yourself!

Vince McDonnell, Lead Developer, Orc Chop Games: Hello! I’m Vince, the studio head at Orc Chop Games, a self-funded indie game studio that I co-founded with my wife. I’ve been in the game industry for two decades now, making games for companies such as Atari and Shiny Entertainment. I started game development on consoles but then transitioned into solo mobile development, with Zombie Farm as my most notable creation, a top 10-grossing app for over 2 years during the early iOS era.

Despite this success, my passion for PC and console game development remained strong, inspiring the creation of Goblin Stone. Our team at Orc Chop aims to create slightly unconventional games that deliver unforgettable experiences. Please, feel free to refer to me simply as Vince throughout this piece.

Source: Press Kit.

Our team at Orc Chop aims to create slightly unconventional games that deliver unforgettable experiences.

SUPERJUMP: Goblin Stone is an adorable turn-based RPG about playing the "bad guys" - goblins! How did this game come about? How did you come up with the idea?

Vince: Believe it or not, the first protagonists in the early design were slimes, not goblins. I really felt that it was hard to identify with slimes, so I opted for a more well-known and underappreciated character, and I felt goblins were a really good fit. This decision was partly inspired by my previous work on Zombie Farm, where I aimed to cast traditionally villainous characters in a new light.

Although goblins are an iconic enemy, it's terrifying to think about what it's actually like to exist as one in an RPG full of adventurers set out to kill you. I think there are some interesting stories to tell from their perspective.

SUPERJUMP: Tell me a little more about the story of Goblin Stone. What were some of your major inspirations?

Vince: Growing up, I was a big fan of the original XCOM, which is a squad-based tactical game, so I knew I wanted to make a game with similar elements. As I was working on the design, I began to draw inspiration from other favorite games and listed down some gameplay elements that I loved from each. I liked how Darkest Dungeon was able to present combat in a side-scrolling manner. I wanted to see if I could iterate on that idea and incorporate the look of some other side-scroller games that I enjoyed, like Ori and Rayman.

Source: Press Kit.

I liked how Darkest Dungeon was able to present combat in a side-scrolling manner. I wanted to see if I could iterate on that idea and incorporate the look of some other side-scroller games that I enjoyed, like Ori and Rayman.

For the visual style, it's a much bigger mix. My wife and I are fans of the Warcraft franchise, and we both love orcs. In particular, we enjoyed Hearthstone's light-hearted style.

Lastly, my childhood memories of tabletop Dungeons and Dragons in the '80s also played a big role throughout the design and development of Goblin Stone.

Goblin Stone is a heart-warming story of hope. It's set in a world where goblins have been hunted for EXP and loot by cold-hearted adventuring parties to the point where their existence teeters on the brink of extinction. You will have to rebuild their fractured colony, make alliances with other misunderstood monsters, and confront a shadowy organization with a sinister plan. The narrative is brought to life through 150 fully illustrated story images, each accompanied by full-voice narration to enhance the storytelling experience.

SUPERJUMP: What would you say you're most proud of regarding the game's construction?

Vince: It would have to be the part of the game we spent the most time iterating on, which is the combat system. Orc Chop is very much iterative in its approach to game features. We're always trying to think of how we can take something established and add a fresh spin on it, which means we do a lot of experimenting.

During the prototype phase, we tried many things ranging from slot machine-style play to an auto-battler system. We finally settled on the format we have now, which is an 'active time battle' system. We present this in a side-scrolling format so you can see the characters line up to attack. It's rather intuitive, and the dynamic positioning of characters makes each fight unique and interesting.

SUPERJUMP: Were you surprised by the game's public reception? It's been nominated for and won many awards since 2021 - that must be exciting!

Vince: Absolutely! We’ve been working on the game for so long and have put so much of our heart into it, so having our efforts and ideas recognized by the public was extremely validating for us. When we first revealed our game to the world, it was nerve-wracking; we didn’t know how it would be perceived. We had to trust that the passion we put into this game would come across. Seeing the game not only receive nominations but also win awards has been beyond thrilling. It's one thing to believe in your game and pour everything into it, but it's another to see that dedication receive recognition from both players and critics alike. The positive reception has been a powerful reminder of why we love doing what we do.

Source: Press Kit.

Orc Chop is very much iterative in its approach to game features. We're always trying to think of how we can take something established and add a fresh spin on it, which means we do a lot of experimenting.

SUPERJUMP: What is your personal favorite aspect of Goblin Stone? Do you have a favorite character or mechanic?

Vince: There are many aspects of the game that I thoroughly enjoy. If I had to choose one, it might be the breeding system we have carefully put together. Being able to take an older generation of beat-up goblin veterans and choose the finest among them to pass on their traits to the next generation is fascinating. The whole breeding system is quite fun, as you can breed for different aspects such as appearance, perks, or stats.

As for my favorite character, it would be 'The Warden,' a halfling antagonist who is ever-present throughout the story. I think you would have to see how the story unfolds to understand why.

SUPERJUMP: Is there anything else you'd like our audience to know?

Vince:  One key thing I'd love for everyone to know is the importance we place on feedback. Our game is a product of our vision and hard work, but it's also shaped by the players who engage with it. We adapt and evolve our game based on players' experiences. This ensures that we're not just creating a game we love, but one that our players enjoy. Lastly, I want to express our gratitude to everyone who has supported us on this journey. Whether you've followed the development of Goblin Stone from the beginning on Discord or are just learning about it now, your support means the world to us. We're excited to continue this adventure and can't wait to share more of our world with you through Goblin Stone.

You can find Goblin Stone on Steam.