Update 2: bugfixes, changes and some new stuff!
Good! The launch went just about as well as we could have hoped for. As previously mentioned, we'd worked on the game for 18 months during which we experienced numerous sorts of things for the first time and had to try our best not to fuck up monumentally, things such as pitching the game to publishers, telling others what the game needs, what the game is, and will be! What a budget is for, communicating with investors, optimizing a larger than little project so that it doesn't start to heat the room after half an hour of idle gameplay! During experiencing the aforementioned we also realised that something about the game's presentation was amiss. When we showed the game off during conferences, people loved the art, the gameplay and generally had fun with it, while spending tens of minutes at a time repeating a content limited dungeon run! However despite our best efforts, online marketing never played on that same note at all, we've thought about this and experimented with aspects of our approach albeit still uncertain to this day about what it was specifically that worked so well in real life and never struck a note online. In terms of numbers we've now sold just under a hundred copies. To be fair, that's a number we are happy with all things considered. Our first somewhat ambitious project to be released and not only has it sold more than zero, you've also told us that the game is not entirely bad, quite the contrary in fact! Overall we couldn't be happier, we'll be pushing for making Cardbob and even lovelier game to play for a while now, whilst also having started work on our new project.
The most gravitational change you're likely to notice in this update is the visible HP bar in the gui. The game's main character's HP was always shown by default by the character's bandana, we've however noticed that this detail isn't understood and noticed easily enough. Therefore this update adds a UI element in an attempt to make your current hp amount crystal clear at all times:
If you prefer the original, this can be toggled in Settings > Gameplay > Show HP bar
Other notable changes mainly optimized the performance of the game, for those of you who had noticed an increase in the drop of FPS the longer the game had been turned on. will be pleasantly surprised to find it remedied! Still somewhat WIP, but we've done the best we can for now.
a little look into the behind the scenes, this little window shows that the UI looks like in the game engine's editor. Thank you for reading, for following and playing the game, you're outrageously the best! Stay tuned for "Update 3"
[ 2023-09-05 13:26:52 CET ] [ Original post ]
Cardbob fans! It's been 4 days since the last update and although we've steadily pushed improvements and fixes based on your feedback and reports, it's time to aggregate that data and show it to you in a presentable way.
How was the launch?
Good! The launch went just about as well as we could have hoped for. As previously mentioned, we'd worked on the game for 18 months during which we experienced numerous sorts of things for the first time and had to try our best not to fuck up monumentally, things such as pitching the game to publishers, telling others what the game needs, what the game is, and will be! What a budget is for, communicating with investors, optimizing a larger than little project so that it doesn't start to heat the room after half an hour of idle gameplay! During experiencing the aforementioned we also realised that something about the game's presentation was amiss. When we showed the game off during conferences, people loved the art, the gameplay and generally had fun with it, while spending tens of minutes at a time repeating a content limited dungeon run! However despite our best efforts, online marketing never played on that same note at all, we've thought about this and experimented with aspects of our approach albeit still uncertain to this day about what it was specifically that worked so well in real life and never struck a note online. In terms of numbers we've now sold just under a hundred copies. To be fair, that's a number we are happy with all things considered. Our first somewhat ambitious project to be released and not only has it sold more than zero, you've also told us that the game is not entirely bad, quite the contrary in fact! Overall we couldn't be happier, we'll be pushing for making Cardbob and even lovelier game to play for a while now, whilst also having started work on our new project.
Highlight of the update
The most gravitational change you're likely to notice in this update is the visible HP bar in the gui. The game's main character's HP was always shown by default by the character's bandana, we've however noticed that this detail isn't understood and noticed easily enough. Therefore this update adds a UI element in an attempt to make your current hp amount crystal clear at all times:
If you prefer the original, this can be toggled in Settings > Gameplay > Show HP bar
Other notable changes mainly optimized the performance of the game, for those of you who had noticed an increase in the drop of FPS the longer the game had been turned on. will be pleasantly surprised to find it remedied! Still somewhat WIP, but we've done the best we can for now.
Changelog
- ADDED: HP bar for the GUI (on by default, can be toggled in settings
- CHANGED: slightly reorganized positions of UI elements that can only be seen during a dungeon run
- CHANGED: Saw disc enemy slows down after colliding, regains speed faster in higher difficulties
- CHANGED: Number of necessary items that need to be collected during a run for achievements
- FIXED: Master collector achievement is now correctly triggered
- FIXED: heal loot no longer spawns into or way above the ground
- FIXED: cars no longer spawn and remain spawned while the player goes on a dungeon run
- FIXED: Visual effect game object no longer remain invisibly alive forever
- FIXED: More collider issues (how do these never stop coming up?)
a little look into the behind the scenes, this little window shows that the UI looks like in the game engine's editor. Thank you for reading, for following and playing the game, you're outrageously the best! Stay tuned for "Update 3"
Cardbob: Revival
Mad Cookies Studio
Mad Cookies Studio
2023-04-28
Indie Adventure Singleplayer
Game News Posts 9
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive
(24 reviews)
https://cardbob.madcookies.games
https://store.steampowered.com/app/1963670 
[0 B]
Cardbob: Revival puts the players in the role of an unambitious shopkeeper that gains access to a mysterious dungeon system to go collect items for their shopT The player, in the role of Cardbob, has to haggle for the best price when selling items to NPCs. Look after your shop in a sci-fi cardboard universe, venture out on dungeon runs collecting rare items to sell to customers, grow stronger and become the top antiques merchant in town.
FIGHT, EXPLORE AND COLLECT ITEMS
Find, collect and send home the items you come across in the dungeon, some are dropped by monsters, some by delivery boxes and others received as rewards.Fight and defeat enemies to grow stronger! Every room has its usefulness and having enough currency allows you to make the most out of it.
HAGGLE FOR THE BEST PRICE
Put items in their slots, open your shop and get ready to haggle. Observe the stats of your customers and go for the best price you can get.GROW STRONG
Sell items, explore the dungeons and grow stronger every time you do so. Going further in gives you better loot where you can haggle for a higher price and currency made from haggling gets you permanent upgrades.MINIMAL SETUP
- OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
- Processor: Requires a 64-bit processor and operating systemMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: GeForce 700 series or similar
- Storage: 200 MB available space
- OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
- Processor: Requires a 64-bit processor and operating systemMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce 900 series or similar
- Storage: 200 MB available space
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