Finishing Mighty Goose

Finishing Mighty Goose

November 23, 2021


Last week I got the translation document for the Mighty Goose content update back from the localization team. Yes! Finally we can wrap up the content update! This translation document is basically just a big ass spreadsheet with all the text in the game. After converting the spreadsheet into a .json file using one of the tools Mathias from MP2 wrote, I implemented them into the game.

I soon felt a knot forming in my stomach as I tested the game. I had missed a sentence… Or rather, I had prefilled all of the languages for that sentence with English. So the localization wasn’t complete after all. So I sent the localization document back again to Playism. Playism hires individual linguists to translate each language, so each of them will have to take a look again. That will probably take another week. It’s not a huge problem, but at times like this I curse my own sloppiness!


Looking at the previous post I noticed that the date was Juli. Testing, fixing issues and localization. These are the things that make even a ‘small’ content update seem like a big undertaking. We kind of moved past the ‘indie’ style of just making something, shouting ‘YOLO!’ and pressing the release button. This can be annoying, even trivial stuff can take long. But yeah I am that sloppy indie guy. So having those checks in place is definitely a good thing.


But yes, the waterworld mission is as good as done. Just waiting for that dang localization, and yes we’ll have to get that tested after implementing it. So we’ll have to be patient just a bit longer.


The Mighty Goose content update will basically be a new mission which takes place on a water themed world, planet Ceto. It’s a fairly big mission, clocking at ~30 minutes of playtime. Since it focuses on a new villain, we had to make sure to implement some storytelling segments in the level. I’m pretty happy with how that played out. Looking back at the main campaign I can see it would have been much better if it had several of these segments to remind the player what they are fighting for.


All in all I’m pretty happy with the content update. The boss fight at the end is a real highlight, I love how it turned out.


What’s this? An album cover? Getting the soundtrack out there is also on the agenda (finally). Now that the content update is coming out that means the OST is complete.

The plan is to get it on bandcamp, youtube, spotify, apple music, etc. Keep an eye on our social media accounts, we'll be releasing it asap after we launch the game update.

Wrapping up

And with all that coming out soon, I think we can finally wrap up Mighty Goose. There has been some other Mighty Goose related stuff I had been talking about adding in the future. I know I mentioned a ‘Canadian Goose’ co-op partner, a boss rush mode, and a few other ideas that seem simple on the surface. But at some point you just have to say it’s done. Looking at how long it took to just add one level, I think it’s definitely a good idea to just finish it there and take some time to work on new ideas.

I learned a lot of things about development but also a lot of things about myself and working in this setup. I plan on doing a public post-mortem post sometime in the future, describing what went well, some of the things that didn’t go well, etc.

Lately I tried to start a lot of new concepts. But every time, almost instantly, my power meter drops to a 3/10. My last long break / holiday was in 2019 and I suspect that plays a big part in this (Covid also not helping of course). I’m just dead tired, it’s pretty simple. I can’t wait to be done with Mighty Goose and just chill a bit. 

Of course, I know you have to take care of yourself and strive to have a good life & work balance. But once you (and only you!) are at the helm of your own company, it becomes almost impossible not to constantly engage with it. Which leads me to the biggest downside of having a home-office; It becomes very difficult to ‘switch off’. 

I have some long-term plans brewing which should hopefully fix this problem. Moving the business to an office? Try to find a house with a separate ‘work-building’? Both are very expensive options in the Netherlands. 

To be honest I’m not particularly enchanted with the Netherlands anyway. Emigration might actually be an attractive option. If you’ve got any tips I’d love to hear them 😉

In any case, with the whole Covid situation I feel like it would be better to play the waiting game just a bit longer. We have been waiting for quite a while, so I guess we can wait a bit longer *sigh*. 

Whoever is reading this, I hope you are holding up in these turbulent times. Stay hopeful, stay safe and try to take care of yourself! <3

Posted by Rilem in blog

Flying towards the horizon

Flying towards the horizon

November 18, 2020


The year is nearing its end and covid is still here. Which is alright with me, I’m at home working on Mighty Goose anyway. I hope you folks are all doing fine as well, depending on where you live it may or may not affect your life a lot more. I've read some good things about vaccines lately, let's hope we can get some of that good stuff soon. 🙂

As I mentioned, the work continues. Currently I’m basically in the finishing up stages of Mighty Goose. All upgrades and secondary weapons are in. The secret/bonus content is almost done and the last companion character will soon be added to the game. Additionally I’m fleshing out a ‘new game plus’ experience which allows players to replay the game in a brutally difficult way.

With the intro text out of the way, it's time for...

A timelapse

Yes my desk is a mess. I have a talent to cover every surface in my house with crap. My desk is no exception.

It's not all impractical stuff though. I use my pencils, pens and sketchbooks on a regular basis and seeing my consoles and toys genuinely cheers me up!

This recording is actually from a few months ago, but I never uploaded it anywhere. Here you can see me working on one of the bad guys vehicles of the game. A jet for Raven.

So, finishing up?

Anyone who’s kept an eye on Cyberpunk 2077 knows that those finishing up stages can be quite deceiving. So I’m looking towards the future with caution, but the game is getting there! The game texts have been ‘locked in’ for translating and the testing crew from Gears for Breakfast is hunting for bugs. 

Today I played the game a bit without actually trying to test something and I can honestly say I had fun. I like my own game and I’m really happy I can say that. I hope everyone else will feel so as well. 

When is the game coming out? Still can't say. 2021 is all you're going to get here.

Meanwhile in China

In light of other people playing, the game was recently featured at the Playism booth at Weplay Shanghai. Yes, an actual game event! While we have to miss out on Gamescom, GDC, Pax, etc. Game events in China are apparently okay!

Beyond the horizon

Okay so the Mighty Goose horizon is in sight. But what's next? It's always tempting to start thinking about new projects, especially during the final stages of your current thing. And yes, there are new things on my mind. But absolutely also post-release content for Mighty Goose.

When Mighty Goose is released I'm planning on supporting the game at a 100% capacity for a while. What that means is, I'll spend all my time working on patches and post release content. What will that content look like? Currently I'm thinking of making a very unique mission. A bigger Metroidvania style mission that kind of mixes up the standard gameplay. The idea is to make Mighty Goose visit an aquatic world where a new vehicle, the submarine, plays a big role. It's just a vague idea at this point, but I really like the idea of putting the goose in some kind of semi-persistent level which has some exploration elements. It sounds rather ambitious and it might even be DLC worthy, we'll have to see. The bottom line is, I'm not done with Mighty Goose just yet 😀

Over time I'll be scaling those Mighty Goose activities down a bit and start prototyping something new. Of course I have some ideas lined up, but it's way too early to share anything.

In closing

Thanks for reading, I hope you enjoyed the Mighty Goose status update. Sorry to not dive into the specifics of development. This phase mainly has a ton of small things to do, so covering all of those changes would take hours of work.

As always a very special super thank you for the kind people supporting me on Patreon. I've got some catching up to do on making patron illustrations for the hall of fame, but I'll just keep postponing that until Mighty Goose is done I think :'D

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Mighty Goose development update

Mighty Goose development update

Hey there Patrons! About time I hit you with a development update. The last few weeks I've really been hitting the gas on development speed. Certain life events had slowed me down a bit the weeks before. These things happen, but I was still pretty bummed out because I hadn't been working on the game that much. Now things are running smoothly again and I'm really happy about that!

What also really helps is that there is now an official deadline for the game! 👀 Yes. I can't share what that date is yet, but it's safe to say I'll be working very hard this coming period.

But let's not dwell on that for too long, time to update you with some actual information 🙂

Behold! The 4th version of the Mighty Goose logo. Most likely this is the final iteration! I always felt the logo lacked some polish and could use a bit more personality. But most of all, someone said the goose in the previous version looked like a bunny! And it was kind of true. So I paid specific attention to the little head at the top and I think it came out looking pretty comical. Anyway, say hello to the new logo!


Cinematics have been on my mind for a long time. They are an excellent tool to tie the loose ends of the game experience together. For Mighty Goose I'm using a mix of in-game and prerendered cinematics. While in-game cinematics have their own unique charm, but they are cumbersome to make if you want to do complex stuff. At TurtleBlaze we chose a similar approach with KUNAI.

To be honest I also really like compositing these little animation clips. Frame elements are drawn in Clip Studio Paint or Photoshop and then composited in Adobe After Effects or Blender.

The benefit of compositing I can also use gameplay recordings and do magic trickery with them. This gives the clips a nice semi-in-game look!

This scene in particular shows another bounty hunter bird, Raven. Hired by the Void King to assassinate Mighty Goose. Quite a mission impossible, but he'll be trying to kill you in any case 🙂


Working on the armory

It's about time the Armory became a little more functional. Well I've actually been adding a load of dummy objects, but the UI is functional! It also isn't very pretty yet 😅

Companion dummy menu


Website w.i.p.

Yes. There I said it. I like making websites. Here's a little sneak peak at the w.i.p! The domain is but you won't find anything there yet 😉

I've been mostly working out what I want to display and how I want to show it. Most likely it's going to be a fancy version of whatever the steam page is going to be.



No this isn't a spinoff game. For the final mission I'm making a Starfox inspired intro sequence. It won't be that long and is mostly just a fun little nod towards a great classic.


The final stage of the game will be a mission to invade the flying fortress KOLOS1 and deal with the Void King. To make this experience extra cool I thought it would be great to make the final approach a special event. This Stargoose sequence is just a short part of the experience however. After getting in range the Goosejet is deployed for another shmup level.


Final Approach

Here's a w.i.p of the Goosejet final approach segment. Massive hunks of metal in the background, this industrial / docking bay style area should feel BIG. The scale of this flying fortress is emphasized by huge backgrounds and special approach experience.




A lot has been happening lately. Too much to write down! I just want to say, good things are on the horizon. But also a mountain of work still needs to be done, which is no problem because I love it! I just want to end with saying your support is and has been greatly appreciated. Also of those who have donated in the past! I don't have quite as much time to write lengthy Patreon posts as I did when I launched my Patreon. But I also know your support is not to get exclusive content or whatever. It's genuine support, and I love that.

In closing, I'll leave you with the latest w.i.p. track from Dominic. Have a great day!


Posted by Rilem in blog

blog time

Blog time

It's time for a blog on! Because I can!

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