Thanks! No localization planned for now, but I appreciate the offer.
MrNibo
Creator of
Recent community posts
Thanks for playing and for the screenshot, it made this easy to track down! You’re right, the cards were wrong. They showed a tower’s full rating, but towers only pay 15% of that passively, and the rest comes from killing creep. The card never explained that (534K × 15% = 80.1K, exactly your number). It’s fixed now: the cards show the real passive income plus a “kill bounties” note, so they match the HUD. A major patch is also coming today with a new mechanic, a skill tree and new towers, which should make progression a lot less of a grind.
Hey, thanks a lot for playing and for the detailed feedback, it really helped! All three issues you mentioned are fixed:
- 3 in a row not combining: merges only happened when you dropped a tower, so towers that spawned next to each other just sat there. Now matching towers combine on their own, and merges can chain.
- Click to drag vs hold to drag: agreed, having both was confusing. Click-to-move is removed. You move towers by dragging only.
- Buy button switching tiers: it was showing a random “lucky” higher tier ahead of time, which looked broken. It now always shows the normal tier, and a lucky upgrade is a surprise when the tower spawns.
You’re also right about the lack of meaningful decisions. A major patch is coming today with a new mechanic, a skill tree and new towers, so there will be real choices beyond buying and merging. Glad you liked the graphics and animations!
Yeah, that upgrade is definitely a little too powerful. I wanted the upgrades to feel a bit crazy, but that one went way too far. I’m really glad you enjoyed the game though, especially the overall Game Boy feel. And yes, Vampire Survivors was definitely one of the inspirations. Thanks a lot for playing and for the feedback!
I did many things wrong, and I probably should have researched more, but it was my first time making a GameBoy style game, so I didn’t really know any better.
For the bug, I tried to playtest it, and because of this exact problem, I had a system to limit the number of coins and remove new ones if there were too many, but it didn’t work. I also added TNT and coin eaters to try to balance it, but that didn’t really work either.
I also had a power-up system where all the power-ups were coin-based, like an atom bomb that would explode all the coins and things like that, but I couldn’t make the art for them in time, so I removed it.
Thanks for playing it! It was really cool to see someone streaming and playing my game, and I hope you at least enjoyed it a little bit!
Oh crap 😭 The problem is, this was my first Game Boy game jam. I didn’t really know what I should do, and I changed the game three times until I ended up with this, so balancing is basically nonexistent 😂
I tried to playtest it, and because of this exact problem, I had a system to limit the number of coins and remove new ones if there were too many, but it didn’t work.
But it’s really cool to see you play it on stream, thanks!
Fun fact: the project name is NiB Rostery, and I originally wanted it to be a bar/restaurant simulation with dungeon mechanics. This game came from that idea XD











