comments for King Got Too Much Gold
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archn • 2026/06/15 June 15, 2026 +16comment score: 16
This game was not very fun. There's some weird upgrading system, and you get gold but the money seems useless for the most part. It was just annoying really.
The game just fells slower and slower the further you progress, i didn't play that much since the upgrade system just gives a litel boost that gets weeker but you need exponential more gold for the Choice and that also all Gold is usfull for.
i like the aesthetics. it gave me an idea for something i want to make.
but the whole. having to fill up a long exp bar to just get random roguelike upgrade choices...
didn't like that at all. just do proper upgrades man.
but the whole. having to fill up a long exp bar to just get random roguelike upgrade choices...
didn't like that at all. just do proper upgrades man.
The upgrades being locked behind levels feels really bad, especially in lategame where you need so much more than what the upgrade cards give you. The fountain and treasure goblin spawn way too many coins, the fountain especially so, often punishing you by pushing the coin count into Overflow. Money doesn't seem do to much at all in the lategame, being mostly spent on the Feeders and Throwers that don't really seem to do anything on their own (presumably this is for the Glutton King fight but you can't fight the Glutton King in the demo so why would you have that there anyway?) My advice would be to maybe let us buy multiple upgrades at once during a level-up or turn up the scaling on the upgrade cards to make them have more of an impact. An upgrade to condense floor coins down into gems would also help a lot and make the fountain a lot more viable since it won't as easily push you over 500 coins. Additional selling points or moving the sell point to the middlewould also be greatly appreciated so the walk to empty your bag isn't as grand, especially when coming from the left side of the screen (I thought that's what the Feeders were for but they didn't really do anything?)
@Dzar hit it with the weird upgrade system. Either the upgrades cost money or the upgrades appear per level. Not both.
This does feel like a game in need of the uprade tree rather than per level tbh.
This does feel like a game in need of the uprade tree rather than per level tbh.
kinda like it, seems unique but def needs some balancing changes, it just feels like you are grinding for the xp instead of for the upgrades
its a great game system but the game feels way too grindy
Has potential, but its just executed badly and has a few other flaws.
great bones here--love the visuals and sound design, but the upgrade system makes this a complete slog with no meaningful progression or scalability. should just have an upgrade tree
Liked the music :)
Upgrades being locked behind levels is not the best (as others have said). Also, unsure if intentional, but if you just run along the edge of the world, it generates coins, enough so you can just sit on the castle holding the top right corner and the bar just fills up.
There are 3 cash displays, top left, the bar and the goal. These don't correlate
You've got a really good start to an amazing game here. Really hope you reconsider the 3 choices on level up. Looking forward to seeing where you take the game though.
Please add a way to disable screen shake (on destroying the crate) and screen flash (on selling at the castle); I had to stop playing less than 10min in.
It's... fine. It's just boring.













