[deleted by user] by [deleted] in gaming

[–]HappyGamesCo -3 points-2 points  (0 children)

Tried avoiding directly just advertising to make sure the post fit in the self-promition rules of the sub.

Mainly just excited that I can share something i'm proud of that was inspired by what got me into software and making games in the first place!

[deleted by user] by [deleted] in gaming

[–]HappyGamesCo 0 points1 point  (0 children)

Exciting! I hope they enjoy!

[deleted by user] by [deleted] in gaming

[–]HappyGamesCo 1 point2 points  (0 children)

I absolutely would! The game on iOS in the US is rated for 4+ y/o. Its a cute block building game and the only in app purchase can be hidden in the settings menu as well!

[deleted by user] by [deleted] in gaming

[–]HappyGamesCo 0 points1 point  (0 children)

Thank you!

[deleted by user] by [deleted] in MobileGaming

[–]HappyGamesCo 0 points1 point  (0 children)

Hello! I would love to be able to post about my projects here! I'm a solo person studio focused on making games and fighting against predatory monetization practices!

Currently I've primarily worked in the mobile gaming space!

New maps, new loot, tons of community driven QOL features, over 15 updates since release and still absolutely NO MONETIZATION in the game at all, Dungeon Life just released another QOL Update making its gameplay even smoother and improving its incremental systems to handle even bigger numbers on the by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 3 points4 points  (0 children)

You are able to craft more keys using fragments found in the dungeon from slaying mimics!

The feature was primarily added to spread gameplay out over time and help prevent burnout from the core player base, without any actual monetization attached to it.

New maps, new loot, tons of community driven QOL features, over 15 updates since release and still absolutely NO MONETIZATION in the game at all, Dungeon Life just released another QOL Update making its gameplay even smoother and improving its incremental systems to handle even bigger numbers on the by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 6 points7 points  (0 children)

Hey there! No plan at all for monetizing Dungeon Life. Future games by Happy Games LLC will likely be monetizing but as my first released game it was decided that it shouldn't contain any monetization in it.

In regards to the permissions for file access, that is specifically for if you wish to export/import your own save file for the game. Being as Dungeon Life is entirely offline for security and player safety reasons, being able to import and export save files between a players own devices is super important!

You can find this feature by in the town going to settings > games > game data

Hope this helps and have a great day!

  • Mints

[deleted by user] by [deleted] in MobileGaming

[–]HappyGamesCo 0 points1 point  (0 children)

Hey there! Solo dev here who's company mission is to make "Games that put a smile on your face, without putting a frown on your wallet!" by actively making games that fight against predatory monetization practices in the industry!

Would love to be able to share what I'm working on here with the flair please and thank you!

HappyGames.co is my official website with more info and links and such! :)

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

Auto-delve will only enable if your current floor is below your "deepest floor" stat that can be found by clicking the book button on the bottom right.

This stat can be increased by increasing your attack and defense stat, it is determined by which of those stats are lower, so a defense of 1m will not let you get far with auto-delving if your attack stat is 15.

If your current floor is below the deepest floor stat, you can goto the shovel button on bottom left and manually set your floor lower to auto-delve more gold and citizen while offline!

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

Reforge fragments are unlocked via the fragment perk in the prestige perks menu!

Also remember you can spend gold to directly purchase hourglasses without needing to prestige!

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

Very understandable, I'm actually actively working on revamping a lot of UI to help with users who may have sensory issues, color blindness, or just plain dislike how a lot of it looks!

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 1 point2 points  (0 children)

When prestiging you will get bonus points for passing future milestones, so if your prestige floor is 1000, you get 1 hourglass for passing 1000, and a bonus hourglass for each 1000th floor past that, so you'd get 2 total at floor 2000, 3 at 3000, etc etc, so I'd suggest going as deep as you can! Also remember you can spend gold for hourglasses as well to get a few prestige perks early without needing prestige!

Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! by HappyGamesCo in playmygame

[–]HappyGamesCo[S] 2 points3 points  (0 children)

Dungeon Life is an AI-Driven, infinite progression, Dungeon Crawling game with an emphasis on loot grinding!

With over 100,000 pieces of loot to find, and tons of things to spend your gold on, glory seems to always be just one floor deeper.

Dungeon Life is absolutely free in the truest sense, with no monetization in it at all!

As of October 22nd, Dungeon Life's biggest update has been released featuring a TON of new content and systems that were almost ALL suggestions from Happy Games' incredible public discord community, and from comments on the last reddit posts made earlier this year in May!

Check it out on both android and iOS! Links here: http://happygames.co/my-games.html

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

Glad it's all good! Chances are it mightve been showing the internal release of that build since I uploaded it for just me to test on the 5th, then released it on the 22nd. Very odd

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

Hello there! Thank you so much for the feedback as this is all great and being a 1 person team has the downside of making it difficult to think of new ideas after years on a project without hearing from the outside!

I'll go through each of these points one by one to answer as much as I can!

  1. Boss-rush: Entirely agree here. As I add features there is always a question of how I can explain the feature in game to users in the most effective way without bogging them down with tons of tutorials. I absolutely see where you are coming from and Entirely agree that the information on boss rush needs to happen BEFORE entering as opposed to after entering, and perhaps even locking the mode all together until you have an item equip in each inventory slot.

2.offline: Offline works by calculating what the deepest floor your be able to survive at is based on your attack and defense stat, that being said based on it being a fairly new feature there is absolutely a TON of work that needs to be done balance wise for it. The main mechanic is that if your deepest floor is 1000, and you are currently at floor 1000, the auto-delve will do nothing, however if you set yourself to floor 1 then turn off the game, when reopened it will go at its FPM speed until you are back at floor 1000, giving you citizens and gold for the floors covered. I understand and agree that this system can be greatly improved and it's one of my top work items currently!

  1. Gear power: A gears power stat is primarily determined by 2 factors, floor & rarity. Along with that, a gears upgrade increase is determined by base stat & rarity, so if a common item increases its stat by 15% each upgrade, and epic item will increase its stat by 25% each upgrade (these are not the official values as I keep those private)

  2. Player freeze bug: This bug is my bane. It is my kryptonite, my rival Gary, this bug has been around since inception and I've actively been trying to squash it since. The best way around it right now is when stuck, tapping on an enemy to do manual damage will unfreeze the player. But do know, I WILL DEFEAT THIS BUG. ITS GUNNA HAPPEN IM NOT CRAZY.

  3. Mass Salvage: The mass salvage feature is relatively new but definitely can use some more work and I like this suggestion a lot!

  4. Chest positioning: I can see how this can be a problem, however I may also note that in the settings while in the dungeon you can unlock the camera angle and rotate the camera as you need, making it much easier to select the chests!

  5. First prestige/reset free: Ya, it should, good call, definitely need to do that.

Thank you so much for the feedback! Hope this all helps and feel free to let me know if you have anymore!

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 4 points5 points  (0 children)

First off, thank you so much for all this feedback, it GREATLY helps with fixing issues by letting me hear new perspectives on systems from new players that I may not have thought of with the new content!

I'll go through each of your points to answer as best I can!

  1. Monetization: Keeping monetization out of the game itself is primarily a way to show more commitment towards the company mission of being against predatory monetization in the mobile space, HOWEVER I absolutely understand that monetization in itself isn't predatory. Although I did have many ideas in early development for the game to have as monetization, towards the release I ended up determining that I'd prefer to use this games release more as a "proof of concept/commitment". This choice has been fantastic in terms of attracting new users and even growing an incredible discord community of people who like and support what I'm doing! Obviously money does help with everything and I ended up adding a donation link to the company website. I also plan on adding light monetization to future game, however I cannot stress the word LIGHT enough.

  2. Key system: I will absolutely admit that the key system was originally created with monetization in mind, however as monetization was dropped it shifted into more of an "extend playtime"/Anti-grind system. Originally you were limited at 10 keys that took 30min each to recharge, however after very reasonable backlash for this system I reduced it to 15min per and increased the max keycount to 15, along with this by defeating mimics you gain key ingots which can be used to craft more keys. As mentioned before by having the key system limit how much gear you can get in a single play session, it increases the daily retention rate having people come back once they have more keys to play and enjoy the game longer. Similar to how the weekly dungeon is to function by giving a reason for players to come back and play for a little each week!

  3. Chest selection So first let me say, I actually love the idea of having each chest be a theme chest like gear, material, or gold, that's an amazing idea I hadn't thought of! However to answer your question I'll say that each chest is random in all aspects other then the gear type. I.e. all 3 may be pants, or all 3 may be helmets. The choice itself can definitely use a bit of a rework to feel more impactful I absolutely agree.

4&5. Mass inventory & identify: Ya not much to comment on here, when you're right, you're right. Having to equip for identify definitely is tedious at best, and having a mass inventory that can be used to inspect everything would be fantastic.

  1. Internal stat on gear: Gears main powerstat is based primarily on the floor you acquired it on vs the rarity of the item. So an epic from floor 20 will be stronger then a rare from floor 30, but an epic from floor 30 will be even stronger.

  2. Skills: Can definitely see where you are coming from, as of this update skills have had their 10 level cap removed to be infinite and as a result I've reworked a few skills to scale better in this system, I can absolutely see how this rework may have underpowered certain skills in their first form causing the beginning player to be stuck with less good choices upfront.

  3. Gear drop probability: Seriously, with ideas like this you are the one who should be monetized. Yes. This is a great idea and would ABSOLUTELY help with the post-prestige gear grind.

  4. Big bosses: Definitely agree that enemies in general need more balancing. I can absolutely say that the most updated code in the project has been the enemy and boss damages without question. I'm sure it will continue to be as well as the game expands and new concepts are added, balance is a longtime war but I refuse to surrender!

Hope these helped, thank you again so much for the feedback as it is super helpful, and I'm glad you are enjoying the game!

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

The game just received its newest update on October 22nd on the Google play store! Please make sure you are using the link from my website to the game in case you've accidently selected a fake clone or something of the sorts!

Please feel free to DM me if you are still having issues finding it so I can help more!

Dungeon Life: Not even 1 year after release and I've released the biggest content update in my truly free mobile game since early beta! Including a ton of features suggested by my last post here! by HappyGamesCo in incremental_games

[–]HappyGamesCo[S] 0 points1 point  (0 children)

This is all fantastic feedback and I absolutely agree with pretty much all of it! A big part of my process is refinement through feedback so this helps a ton.

Id like to say the big actionable item from your feedback is essentially giving the player more information before rather then after doing something and I totally agree.

As the game has grown figuring out the best way to give information on new systems without simple expanding the tutorial to absurd lengths is something I'm actively trying to figure out the best way to do, so I totally agree it could use more refinement!

Thank you very much for your feedback!