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A jam submission

COMBOLITEView game page

Build the perfect COMBO in this roguelike deckbuilder!
Submitted by Kristoff Red (@NitroGenStudios) — 1 hour, 29 minutes before the deadline
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COMBOLITE's itch.io page

Link to your Game Design Doc on Google Drive.
https://drive.google.com/file/d/1vwvbtLOQHdC2P3uS_XY8f1t-wjeu0qwt/view?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
COMBOLITE is a highscore-based roguelike where the goal is to deal as much damage as possible by creating the perfect army of weapons through strategy and a decent amount of good luck.

Please explain how your game fits the theme:
You build your own army of weapons, trying to find the perfect combo.

Is there anything you'd like the judges to pay particular attention to?
Anything related to gameplay and balancing, maybe weapon ideas for the future if you guys have any!

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Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted

Super fun game! Played for a lot longer than I thought I did. I loved the way the knives worked, I enjoyed stacking them up and doing a ton of DoT.

Submitted

Hmm, beautiful but I think too much white in some areas. I couldn't see my mouse when the game had the white background (incl. when selecting the remaining objects to bring to the next stage). Visibility could be improved there, one of your screenshots shows a good example of this. Honestly, addicting and relaxing gameplay. I failed a few times at the beginning, had to find the right combos to progress. Auto-battling, and team-building mechanics were really well done - but I will say, what made me stop playing was "losing" after I put in a lot of effort - doesn't make me want to play again (in case you want to solve that problem somehow, to keep players engaged even after they lose.). I did play for a good amount of time though 🤣🤣I think the environments were well done, and I especially liked environment particles like those snowflakes. The animations for number values changing, and constantly seeing multiplier numbers  made the game more interesting and fun. I do think hitting the same enemy was kind of repetitive though, but seeing the shell of the sphere break into pieces and falling off was a nice touch. Overall, I think you did a fantastic job in just two weeks - a game that is close to complete / very polished is a great achievement. I hope to see you make more incredible games in the future. Well done!!

Submitted

Super polished and professional. Just a gorgeous game. It's simple, but in that really addicting way. The sound effects and animations are super juicy and add to the satisfaction perfectly. I didn't manage to get past the snowy area, which is a shame because I see there's a beautiful desert zone I missed out on. I'll have to come back and try again. Great job on this!

Developer

❤️

Submitted

It's so simple, but I love it so much!!! I was just testing a bunch of pirate jam games, but I've been on this one for like an hour..... You've got another Steam Wishlist from me!

Submitted

Update: I finally lost my first game at round 44, test cubes for the win!!! I will be playing this a lot in the future

Developer

Thank you so much! ❤️

Submitted

I really like this. I managed to reach level 23 before I finally failed. I love how the rng upgrades after a set of levels can convert a weapon into an OP juggernaut (I had a boomerang that did 1100 dmg in a single turn) and the animations are satisfying, especially when you watch the orb crumble away after each hit. Enjoyed each moment playing

Submitted

I love these types of games! Making a system so satisfying to play is such a huge factor in drawing my interest and keeping me coming back to it. The polish is extremely commendable, and the game was really fun to play.

Submitted

Really well made and polished. The art, sound, and animation are very well made and really contribute to churning through your items. The UI is fun, non-obtrusive, and very informative which is ideal for a game like this. The core gameplay loop is very good and the concept is solid with a lot of room for expansion post jam. Also making the player remove a portion of their kit part way through is an interesting concept that I like. Since it's already pretty well polished I'll mention a bit more of the nitty gritty on what I thought from the two runs I played.

The difficulty scaling could be bumped up quite a bit, definitely seemed like there were whole rounds where I was just clicking through to the end. You seem to be able to make a pretty strong build pretty early on so having some higher numbers required near the end of the round would be nice. Both of my runs ended with me, having to leave to do something else rather than actually ending the challenge. In a somewhat contradictory point, the number you need for the start of the round could stand to be a bit lower. There were times where I was barely making the cutoff after losing my board between rounds. While I think that's important decision making towards what you carry over, it did feel a little bad to think that I didn't have a chance to grow configure my strategy afterwards. Maybe even displaying the next required Target at the end of the previous round would help with that.

The buffs seem to lend themselves to only specific strategies. It really seems like if you're going for one kind of strategy you've locked yourself into just playing that one for the whole run. Some weapons offer a decent  (e.g. the Katana) but I found I never really felt the need or temptation to switch up my strategy for something that looked good in the shop or include anything that wasn't directly part of the tools that I had buffed. It kind of made the shop phase between rounds feel a little lackluster. Maybe offering randomized buffs based on the area you're in that could target different weapon groups so that when you're back to a base set of weapons you feel more inclined to pick something else up in the shop.

Some items could also use a visual feedback, such as the Dice. Would be nice to know what their multiplier is after they roll versus having to scan the damage numbers on the weapon attack. Particularly if you have multiple dice affecting one weapon. As well in the space between rounds the visual design is a bit more cluttered so it's a little more difficult to figure out which of your weapons are which to choose what to take to the next round.

Outside of that, I was playing on the Web Version and there was some performance hitching at the start but it resolved itself in the second area. I imagine that wouldn't be an issue with the Desktop version. As well I encountered one bug where the Start Next round wasn't working, it happened after I had swapped some weapons around. I was able to get it working again by pausing, clicking out of the window, and clicking back in.

Besides that an incredibly well made game with a lot of inherent strategy and replayability. I'm excited to see where y'all take this!

Developer

I generally agree with the strategy being very linear and I'm working on a few different ways to fix this and one of them is the "randomized buffs based on the area" which you mentioned. The other one is adding a few "objectives" to the player at the start of each area which gives you tasks like "deal X damage using Y weapon" and rewards the player with global buffs and coins.

The difficulty scaling is designed the way it is on purpose although I would definitely agree that it ramps up way too slow later in the game. The early game jumps are rough so that "weak" runs die off early and they act as a knowledge check as well so the player cannot just pick random weapons and get through the game.

Thanks for your feedback! ❤️

Submitted

I spent way too long playing this game. The game feels really good, and I saw you’ve already put it up on Steam.

I found some bugs with the game, mainly with the main menu, after playing it a few times, returning to the menu and changing the settings seems to always have the “Combolite” logo appear everywhere, blocking the screen. I could also start the game while in the settings screen, though at least I could exit the settings while in the game itself.

The balancing seems good, though it’s very luck based, perhaps a way to increase the $15 you get, or permanent minor upgrades after every run would be great. Some runs I get to go very far with just good rolls, while other times I basically can’t do anything. I feel sort of a skill expression for people who have played it more so that their runs don’t just end due to bad luck would be good.

The game seems too big to be a web browser game, and would definitely do better as a standalone app. I had some performance issues running it in Chrome but it seemed to work better in Firefox.

A way to turn down the brightness would be great as well.

Overall a really complete and good game, just needs some finishing touches and it will definitely do well!

Developer(+1)

Most of the main menu/settings bugs are due to buttons being able to be pressed multiple times. These will be fixed pretty soon!

I'm also planning on adding a bunch of features to make each run more "skill based", although the game is supposed to be luck based just like its inspirations: Balatro and Luck be a landlord.

I hate webgl... it always causes issues! The loading times take so long because I need to precompile shaders to avoid stutters later in the game when a new particle is loaded for the first time. My solution isn't perfect because it causes a long freeze at the start, but it's a lot better on the desktop builds.

Thanks for playing!

Submitted

I went boomerangs with the green gems and stacked them to infinity.  Got one really high attack and just had 5 donuts before it; and also had the perk that every boomerang gave other boomerangs 2x damage; basically my first boomerang did millions of damage 10/10

Developer

Good job!

Viewing comments 29 to 21 of 29 · Next page · Last page