You get the curse upgrade, which increases gold and XP gain by 10% each level. It also adds the chance to spawn a cursed tree, which grants buffs when sold.
Other than that it also offers new skins.
Thanks for playing.
The rebirth is more or less just a reset. I agree that the game could have had more of a progression system to it, like unlocking more tree tiers and such.
Stacking of curses could be fun, it would probably be quite overpowered, but fun nonetheless.
Thanks for the suggestions, as mentioned in other posts, I'm not actively working on this any more, but there might be some small updates here and there. I've added your suggestion to the backlog.
Thanks for the kind words, glad you enjoyed it.
I see what you mean, it would also allow for a more progression style game, increasing a tier or two after each rebirth.
I won't be developing this one much more, maybe a little content update here and there. But thanks for the suggestion, I've added it to the backlog.
Sorry about the progress you lost. What OS and browser where you playing on? The save file in stored in the cache, meaning if it was cleared, the save file was deleted too.
I'm currently working on a windows export also, where this issue does not occur.
I have planned to implement a stats tab and a trees tab. And the current curse upgrade is a bit obscure. The next update will enhance it.
Thanks for the feedback
The rebirth (prestige) option appears as an upgrade in the late game (about tree level 15).
As for the general balancing of game, it can be a bit slow in some parts and I am always trying to make it more balanced throughout the game, but being a semi-idle game, it'll include some idle time.
Anyway, thanks for giving it a try and for the feedback. You can follow the development, and give suggestion on X, Instagram or BlueSky (Linked in the description).
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.
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.
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.
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.




