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GaardboDev

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A member registered Feb 03, 2023 · View creator page →

Creator of

Recent community posts

Thanks for the feedback.

In the coming update, the spawn cooldown can be decreased. I plan to have it released very soon.

I've planned to add some sort of timer/indicator for the button in the future.

Thanks for the feedback.

Yes it is a short game, and was not really meant to be a long game. This was mostly just a small side project.

About the information on upgrades and skills, you're definitely right. It would probably be a good idea to add some sort of hover-over tooltip, with a more detailed description of the upgrade/skill. Personally I like the idea, of the player wondering about what the "next" upgrade does. But a purchased upgrade should probably tell the player what it actually does.

Being able to switch number formats makes good sense. I've added that to the backlog.

Thanks for the feedback.

The coming update includes saving of the current skill.

Regarding the game slowing down, did you notice if it became more frequent in the late game?

Hi, thanks for the feedback.

The spawn button always has a 5 seconds cooldown. If it did change throughout the game, it definitely was not intentional.

The next update includes adjustments to the spawn button.

Thanks for kind words.

I don't have as much time as I would like to, to update the game at the moment. But I'll have a small update ready soon, which will include a "ending" to the game.

Hi thanks for the feedback.

The game has a lot of calculations, but I don't think that is the issue. Did the CPU run on 100% in the beginning of the game, or did it ramp up as the game went on?

The Sorcerer does introduce some effects, which might be the issue. I could maybe a setting for disabling these effects.

True, that would give the player a "goal" to work towards.

Thanks for the feedback, and for giving the game a try.

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Sorry, I just updated the description of the game (Updated the Would like to implement section).

I will make a post once an update to the game drops.

Thanks for playing and for the feedback.

I've added this to the backlog. A true idle game should be able to run in the background.

Thanks for the feedback, and for giving the game a try.

I can only agree with you on this one. I plan to update the progression system of the game, making it "fun" throughout the whole game.

Running the game in the background should definitely be possible for the game. I will see if I can make that possible. I know some players have been able to have the game run in the background, but I guess it's depends on the browser and the browser's settings.

Thanks for playing, and for the feedback.

Upgrading the Sorcerer only decreases his cast time by 1 second each time (Starts at 15 seconds). It would probably be more "rewarding" for the upgrade, to adjust it by "10% faster casting" instead. This would greatly increase the "feel" of the upgrade.

This has been added to the backlog of balancing the progression of the game.

Thanks for playing and for your feedback.

Early game definitely is too easy to one hit trees, making critical and multi-hits. I've noticed most players only level these skills up, once they reach the mid-late game.

I've added this to the backlog of balancing the progression of the game.

Thank you for the feedback, and for giving the game a try.

I definitely agree with you on the upgrade prices, especially late game. I'd like to update the progression system one day, by adding more balancing of the pricing, as well as add more upgrades.

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Thanks for giving it a try and for the feedback.
Glad you're enjoying it so far. There are definitely more features and adjustments I would like to add. 

True, I'll probably add a hover-over text to upgrades with a more detailed description

Periodically enchants a tree, increasing the value from it

Can you beat this???

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Hey Chamerli,
Thanks a lot for playing the game and for the feedback, it is highly appreciated.

Here's some answers for your feedback:

- I think you are right about the dash indicator. My reason for not showing any indicator, was because the cooldown timer was so low and didn't need a 'ready' indicator. But multiple people have pointed this out as an issue and agree with you.

- As for controls, there actually is a settings page on the main menu, it can be accessed by pressing 'ESC' if you are in game (This control is actually never shown to players :D ). While testing the game, I noticed about 50% players preferred 'W' for jumping and 50% preferred 'Space' for jumping. I just went with 'Space', as it felt right for me.

- More levels would be awesome, and might be implemented in the future. There are only 12 levels so far, but I believe them to be hard enough for lasting awhile for the player.
I would like to know if you actually beat it? :D

- Lastly, Linux support would be possible, as I made the game with GameMaker Studio, which makes exporting the game to multiple platforms easy. I'll just need the right license for it.

Again, I greatly appreciate you for playing the game and giving feedback. It means a lot.

- GaardboDev

Dungeon Boy is a small platformer game, where you'll jump, dash and evade through obstacles within multiple zones and levels. You will die multiple times and will probably want to quit... Enjoy

https://gaardbodev.itch.io/dungeon-boy

Finally finished my first ever project. I hope you will give it a try and share with others if you enjoy it. Any feedback would greatly appreciated, and will be applied to future projects.