Wombo v1.1.3, an emergency fix, is out. The old versions are now unable to be used.
These updates are coming in FAST
I’ve been extremely busy with work stuff, so this weekend, I got a lot done. I’ve kinda been neglecting responsibilities, though, so don’t expect much for the following week.
All good. You make good progress when you get the chance.
I’ve been trying to add some depth to mine too.
Oh yeah, how’s PiN going?
Not bad. I’ve added a light xp system, and you unlock perks you can equip (just 1, like - a speed boost burst for x amount of time, attack up, defence up, etc.).
And I was just working on the time trial mode. I was thinking of having an online leaderboard (weekly and all-time). Talo which you used seemed pretty good?
( ͡° ͜ʖ ͡°) seems like you are cooked like me
Got 80k on my last run, if you want to try beat that ![]()
Highly recommend Talo - it’s great.
Last night, a friend of mine stacked up combo slot items and max ammo doublers till he had 50 combo slots and 800 max ammo. Then he sprayed that everywhere instantly with Particle Accelerator, and used Duct Tape for crit and Slot Machine to convert crits into max HP. Finally, Arrow for piercing on crit and Breadcrumb to steadily build damage got him so powerful that he had to throw away all his non-ascended items and STILL couldn’t get killed. He finished up on wave 40 with a whopping 54 million score - 10x my best. I’ll have to nerf a few items, it seems ![]()
Damn… and I thought I was doing well ![]()
Yeah you might need to nerf things a bit…
Very fun game though. I was having a blast yesterday. Even wave 0 was fun
Hehe, wave 0’s fixed in the new version.
My main priority now is making more difficult enemies that can actually kill the player. At later waves the enemies get vaporized so fast they can’t even fire a bullet.
I completely get that, spending that much money as an broke indie dev and having the fear that you won’t make enough money to pay that off is scary. I hope your game does well it’s a fun experience, to bad I have only been able to play once ever since the leaderboard was up so my score is kinda bad.
@ComicallyUnfunny I’m coming after your score, just 4,900,000 away >:)
You shouldn’t be looking at my score, my friend (wombogod) scored 54 million..
His score just doesn’t show up because players created during the debug builds don’t show up in leaderboards.
V1.2.1 is HERE!
I had an idea about letting enemies get stronger over time, but had been putting it off because the idea of fighting the same enemy but feeling powerless against it really spoils the fun of what roguelikes represent.
However, I came up with a similar mechanic. Enemies are now assigned a subtype when they spawn and they ‘evolve’ based on the current wave.
For example, a wizard by wave 20 might be sending out frogs in higher numbers, or might be spawning the stronger mouse unit. That mouse might be faster than usual or have higher armor. Each enemy has three unique variations that gradually morph from the standard enemy into a serious threat by themselves.
I got a good idea for the next update: making trinkets be actually randomized rather than hardcoded.
Also, trinkets can have a chance to have more than one effect (positive or negative).
New update is out! v1.3.1 has explosive bullets and multiplayer improvements.
Hey guys. Wanted to share what’s been happening with Wombo and where the game is going next.
The short version: Wombo isn’t useful for me to keep working on. Adding new ‘features’ (just more content) has always been utterly miserable, and the game seems to be at an OK place to leave it. I’ll add a few last touches and enemies, then the game will enter its final state where there will likely be no more updates for the foreseeable future.
However, I am planning to enter the game into a showcase event coming up on Nov 15, so I’ll work till then and then drop the game. If that showcase brings in a truckload of players, I might continue with the project a bit longer.
Either way, I don’t feel that my game-dev career is really advancing with the project. Its learning opportunities, including multiplayer, backend systems, and optimization have run their course, and just making more content isn’t teaching me much.
TL;DR : Wombo will stop being worked on after Nov 15, unless a huge amount of players start coming in. I’m not learning much from it and I’m feeling done with it. There’ll be some housekeeping and polish, then the game is finished.
I’m not certain where my next game is headed. I’m thinking that I’ll spend more time in the prototype stage this time. Wombo wasn’t prototyped very much, which led to some weaker gameplay decisions that just got covered up more and more over time. Perhaps that’s why the game feels so dull to me.
I’ll likely start devlogs on my new work soon.
Unfortunate to hear but that’s fair enough.
Like you said, if it starts gaining traction then you can stick with it; if not - well, its not going anywhere.
That being said, I think the game’s been really fun.
But yeah, at the very least you’ve learnt a lot; and its only going to improve the next project.