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Old Gold, Old Bones's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameboy Soul | #67 | 4.098 | 4.098 |
| Overall | #87 | 3.730 | 3.730 |
| Gameplay | #101 | 3.656 | 3.656 |
| Secondary Theme Interpretation | #106 | 3.541 | 3.541 |
| Graphics | #106 | 4.082 | 4.082 |
| Soundtrack/SFX | #149 | 3.492 | 3.492 |
| Quirkiness | #166 | 3.508 | 3.508 |
Ranked from 61 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme
Old Gold, Old Bones interprets the theme both literally and metaphorically. The protagonists are aging adventurers forced to confront the consequences of their former greed: the gold they stole became cursed, creating monsters with coin hearts and corrupting the land. Gold is also central to progression, as the coins earned during each expedition are used for permanent upgrades and to reunite the old party. “Old Gold” is therefore both the ancient treasure haunting the world and the past the heroes must finally face.
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Comments
Disclaimer: I'd never played an autobattler in my life prior to this. Maybe that makes my perspective more interesting, though?
This was a very fun game once it clicked. It's a little slow to get started, but once you do you're going to be making a lot of decisions while building. For 10 days of GBJAM, that's very impressive!
The presentation is delightful, and combined with the gameplay really immerses you in the experience of playing a GB cart. I really like how some elements were used conservatively to great effect, such as the dithering in some backgrounds.
As for the gameplay, coming into an autobattler like this there were about 3 things I felt like I missed from turn-based rpgs: criticals, different damage types (magic, projectile, etc.) and the resources (perks) to counter them, and perhaps, since this is a perk system, a few more "action" perks like the mage's Mend along the rest of the tree. Other than that, it was quite excellent in that I really felt like I was making progress in making my fighter a tank - a testament to the game being balanced.
Awesome game!
Thanks a lot! That’s a really interesting perspective, especially coming from someone who doesn’t usually play autobattlers.
I actually considered critical hits and a dexterity/accuracy stat that could cause misses, but as a solo developer during a 10-day jam I had to cut that pretty quickly. 😄
I also had more attacks and spells in mind, and one idea was a Party menu where each character could equip 2–3 attacks from a larger pool of unlocked abilities. I wanted some active abilities during runs too, so the player could intervene strategically instead of just watching.
Different damage types, though, is something I hadn’t really considered, and that’s a genuinely interesting idea.
I’m definitely planning an update, so keep an eye out if you’d like to see where it goes!
Lovely little incremental game you got here, I enjoyed unlocking almost the ranger as well! Overall the only bad thing I could say is that the upgrade menu to gameplay loop controls are a bit confusing at first, but once you understand that part it is smooth afk sailing!
Graphics wise the game has a charming look to it, love the black and white.
Sound and music wise sadly the two are way different in volume levels to each other, sfxs are just a smidge higher than what they should be.
Overall cool little incremental you have here!
Thanks a lot! Glad you enjoyed it. 😄
The transition between the upgrade menu and the runs could definitely be clearer at first, so that’s something worth revisiting.
And yeah, you’re not the first person to mention the SFX/music balance either, so I definitely need to take another look at those volume levels.
Thanks for playing and for the feedback!
Really enjoyed this. Takes a bit long before it really opens up... but glad I stuck with it. Could see this expanding in a bunch of different ways.
Played through to the end after a long day. I'm not really the target audience, but the incremental games in this jam have given me interesting game design things to think about. I agree with most of the feedback here about what worked and what could be better, so I'll try to only add something new.
I played while cleaning my room and vegging out. Used to wonder why not have more interactive stuff in idlers, but this time I would've appreciated it if some things were more optional or automatic.
I agree partway with Duncan's comment about wanting auto-advance, but I still appreciated level select. For example, at the point you're able to clear the first level but too weak to make it far in the second level, it's still worth grinding from the start, and late game it's better to just spam the third level. An idea might be to auto-advance on a timer to the next level, and let the user optionally intercept the auto-advance to go to buy upgrades. It probably makes sense to require manual restart after death, I thought about what if it auto-restarted, but then the upgrades lose their allure if you can just AFK and come back and buy everything. Getting one or two upgrades at a time is really what makes the game fun IMO.
The other thing is about audio. It'd be nice to toggle music on/off but still hear coin collected SFX, in case you're just kinda playing on the side while listening to something else. Also the SFX was too loud compared to music (same in my game lol).
Thanks a lot for the detailed feedback!
The auto-advance idea is definitely interesting and worth considering. My original idea was to keep the game mostly passive, but add a few active abilities to use strategically during runs rather than making it fully idle.
I also agree that auto-restarting after death could go a bit too far, since coming back to the tree and choosing upgrades is an important part of the loop.
And the separate music/SFX controls and volume balance are both good suggestions. Thanks for taking the time to write all this!
An excellent game; I liked everything about it.
Thanks a lot!
This was a lot of fun! I played to the end and then maxed out all the stats. You managed to adapt the incremental genre to the gameboy format in a very successful way.
The progression felt solid, sure a bit grindy in places but not at all annoying. A couple of small things I think would help with quality of life are being able to quickly tell at a glance which upgrades have been maxed out and also seeing your total gold during runs rather than it resetting to zero.
It maybe would have been cool to have some kind of action you could do during runs, maybe something related to each character but I really enjoyed unlocking party members, well done!
Thanks a lot for playing all the way through and for the feedback!
I actually had active abilities planned for each character during runs (that’s what the empty space in the bottom-left was meant for), but of course I ran out of time during the jam. 😄
And yeah, the QoL suggestions make sense. Making maxed-out upgrades easier to spot would definitely help.
For the gold counter, I originally wanted the run screen to focus only on the coins earned during that specific run, but you're not the first person to mention wanting to see the total as well. At this point, it might be worth finding a way to show both.
Thanks again for the suggestions!
Simple, straightforward, and addicting. I liked that you didn't have to max absolutely *everything* out to win (but it helped!) The Mage is an excellent support character, especially once he gets his heal, but the Archer seemed underpowered compared to the other two, with fewer HP and less damage than either of the others. (Really, the Fighter was carrying the party; when he died, the other two *quickly* followed)
I'm also not sure what Quick March actually did, since movement doesn't seem to be an aspect of gameplay. Unless it affects dodge rate?
But, generally, high marks all around. I couldn't stop playing it until I was done. :D
Thanks a lot! You definitely read the Fighter correctly. He really is carrying most of the party right now, and that's something I'd like to rebalance in a future version (maybe by adding a fourth hero).
I see the Archer a bit differently though. His main value is being able to target enemies further back in the formation, and while he's not as strong as the Fighter, he's actually pretty close. Still, if he feels noticeably weaker overall, that's definitely worth checking.
And yeah, Quick March is probably the odd one out. It improves gold-per-minute by making runs faster, but unlike most other upgrades it doesn't really change what happens during combat. That's something I'd probably rethink too.
Thanks for the detailed feedback!
Neat concept, that odd kind of simple grind that digs it’s claws into me for reasons I cannot explain.
Great work.
Thanks a lot! That feeling is pretty much exactly what I was hoping for. 😄
Interestingly addictive.
Thanks a lot!
this game contains a well thought skill tree in a small package absolutely addictive and replay able
Thanks! Really glad you enjoyed the skill tree and ended up finding it that addictive. =)
I think is the only idle game I have seen! Very addictive, I would like to see more content hehe.
Thanks a lot! I definitely had more content in mind, but the jam deadline won that battle. 😄
This was a really fun, addictive gameplay loop! I'd legitimately just keep playing if there were more dungeons. I've also not seen an idle game for game boy so it's a really creative idea. Great job!
Thanks a lot! Really glad the loop worked for you. I definitely had more content in mind, but the jam deadline had other plans. 😄
Extremely addictive gameplay! One feedback I can give is that I wish there was the option to either fast forward a run or quit in the middle of a run (not sure if this has been said already), although I'm not sure if that would defeat the purpose of the game. I found myself in a situation where i needed 3-4 runs for the next upgrade and just waiting for the runs. But still, great game, had a lot of fun with it :)
Thanks for the feedback! I originally planned to give the player some active abilities during combat, so there would still be something to do while a run was playing out, but that didn't survive the jam deadline. A fast-forward option could be another interesting way to handle that downtime without changing the core loop too much.
Thanks for playing! =)
A great little game that overstayed its welcome :). The start was pretty strong, I liked how after most of the first few runs I always had something I could spend my money on. By the end I was doing 4-5 runs in the background without looking at the screen (luckily the controller A button still worked even if I couldn't see the game :D) between any interesting choices. This could have probably been improved if either combat was noticeably faster (even at the beginning it felt a bit slow to me, though I don't generally play this kind of game) and/or there were more, smaller upgrades to spend on (at the risk of each upgrade not feeling like a noticeable improvement). That being said, still very nice and impressively balanced for a jam game, nice job! I liked the different areas and monsters and visuals, they were all good (though maybe a little parallax on the backgrounds would have been cool). Music was nice. All felt very Gameboy.
Thanks a lot for the detailed feedback!
I actually don't mind having to do a couple of runs before reaching a bigger upgrade, as long as that upgrade feels genuinely game-changing when you get it. Things like Mend or Camp Recovery were meant to work exactly like that.
I'm a bit less convinced by the idea of adding lots of smaller upgrades, because I think there's a risk of making each individual choice feel less meaningful. That said, I definitely understand the pacing issue you’re describing.
I originally planned some active abilities during combat to give the player something to do between upgrades, but that was one of the things I had to cut to finish the game in time.
Thanks for sticking with it and for the thoughtful feedback!
Yep, that's fair. Mend and Camp Recovery did feel big when I got them.
Oh, one related thing I thought of while I was playing, but forgot to write... there was a weird balance where quite a few of the survivability upgrades hurt my gold-per-minute - I found that if I got slightly more HP or armor, I'd now kill the same number of enemies, but take longer to die against the next room's worth, so I had to be very careful when buying those or it would feel like a step backwards (until, of course, I could afford enough to beat the boss). Not terrible (as it made me think about my upgrades more), just felt a little weird. Not sure I have any suggestion there, except maybe a single "abort run" action you could trigger when you know you've lost.
Active abilities, of course, would make everything more engaging, but I understand the scope of a jam game =).
That's actually a really good point, and something I hadn't considered.
You can end up clearly being stronger and surviving longer, but if it's still not enough to beat the next enemy, that extra progress doesn't really give you anything and the run just takes longer.
An abort run option would solve that pretty cleanly, and it should also be very simple to implement. Really good suggestion, thanks!
very captivating and I managed to win the game. Lovely graphics and good sound effects. I found the tech-tree well balanced, although in order to beat the first level, iirc, I ended up upgrading the fighter to the max. there is not much strategy you can use.
well done!
Thanks a lot! Really glad you enjoyed it and made it to the end.
And yeah, the first part is definitely more straightforward. A lot of players ended up investing heavily in the fighter before the other branches started to open up.
I have a soft spot for NUMBER GO UP so I stuck with it till the end. I appreciated being able to get through without 100%'ing the tree.
I do feel like I ended up going the "wrong way" a bunch. I skipped on the Move node until I maxed out what was available, only to see that's how you get to the rest of the tree. I also didn't even unlock Mend until the end cause the Mage HP didn't bottleneck me until the very last pick.
Overall well done, appreciate getting to play another autobattler. :)
Thanks a lot for playing all the way through!
Speed has been an interesting one because a few people ended up treating it the same way. My idea was that, even if it doesn't directly help much in combat, moving faster means more runs and more coins over time. I also liked that it tended to make people invest quite a lot in the fighter before discovering the next branch.
Mend has a similar issue though, so I can definitely see how those two nodes can make parts of the tree a little too easy to miss. Something to think about!
It got me hooked and I played to the end! The strategy component came together near the end for me, where I was targetting upgrades to maximize runs. Early on, felt a little bit like anything was good. I did fumble around trying to find the mage, and upgraded the fighter almost entirely while ignore the movement upgrade XD
Fun game!
Thanks! I'm glad the strategy started to come together toward the end.
The movement upgrade seems to be everyone's mortal enemy. XD I expected it to be taken fairly late since it doesn't feel as immediately useful as damage or HP, but I also wanted the mage appearing behind it to be a bit of a surprise.
Seeing how many people almost maxed out the fighter before finding him is definitely interesting feedback though!
Alrighty I don't know where to begin with this game. Initially, I wasn't expecting an autobattler. I thought I was doing something "wrong", especially given that my coin counter kept resetting. It wasn't until after a few loops that I realized that I was in fact, gaining money. Some of my buddies who were watching also noticed this. I thought I'd only stick around for about ten minutes, but here I am an hour later, having just finished it to the end.
The upgrades seemed whatever at first. Decided to go for pure attack first before expanding. I thought speed was useless, and then the wizard became an unlockable. I should've figured this guy would show up, but I thought he was cut content and only appeared on the banner. From there, I was hooked. I excitedly watched as my duo got stronger and killed more. Eventually, they were joined by an archer, which was tons of fun!
All in all, a VERY fun entry. I adored it. My only gripe is that walk speed is_very_ expensive. I was hoping that by unlocking the final tier, it'd unlock a secret new node, but that never came.
Anyway, great game! Beautiful sprite work and music. I adored it.^~^
An hour?! Thanks a lot for sticking with it that long! 😄 I'm really glad you ended up enjoying it that much.
About the coin counter, that actually sounds like something I should double-check. I haven't seen it reset like that during testing, and it's one of the earliest systems I implemented, so it has had quite a lot of testing. The only thing that comes to mind is that maybe some of the coins were being spent on upgrades without it being immediately obvious, but I'll definitely take another look at the code. Thanks for pointing it out!
And I totally get the disappointment with the last speed upgrade. It was originally supposed to open another branch of the tree, but that part didn't make it into the jam version. I had a fourth character planned, along with a few more dungeons and some other upgrades, but at some point I had to stop adding things and focus on actually finishing and balancing the game.
Thanks again for playing it all the way through and for taking the time to write such a detailed comment!
I shall explain further, for not being descriptive enough. The coin counter only counts coins for the current run. Back at the upgrade screen, available coins are counter as expected.
Anyway, have a great day! Take it easy. <3
Very well done! The spritework, animations, and especially the character portraits are great and very polished. I think having to select a dungeon and whether to continue after each is unnecessary. There's no strategic reason to not run every dungeon from the beginning or stop after any of them. There are things you could do to make these choices interesting, but in an idle game, you really only want to give the players interesting choices, so I would just take those out. It's a minor complaint though. This is a really great submission!
Thanks a lot!
I can see your point about the dungeon selection. I kept it because I liked giving the player the option to go back to an earlier dungeon if they wanted to, and the next dungeon is already selected automatically, so continuing only takes a moment.
That said, you're right that in the current version there isn't really a strategic reason to go backwards, so the choice doesn't add much mechanically. Definitely something I'd reconsider if I expanded the game.
Actually, the opposite! There's no reason not to go back to the first dungeon. Once you've beaten it, you can always beat it, so it's a free 10 coins. Same for the second dungeon. Because you always start the next dungeon fully refreshed and the dungeons don't change, it's guaranteed money for you. The only downside to picking the first dungeon every time, is that after you beat the dungeon you have to press A to continue to the next dungeon. The menu has a "Back to Hub" option, but there's never any reason to select it. I wish my party just auto started at the first dungeon and then kept going until they died.
I absolutely LOVED this game. You really made an auto-battle/incremental game feel SO fulfilling. The art, music, attack effects, the palette, all combined to really encompass the gameboy soul. I would have loved to play this on my gameboy growing up. Great job!
Thank you so much! I really appreciate that!
And hearing that you would have enjoyed playing it on an actual Game Boy back then is a pretty great compliment. =)