WOMBO! A deckbuilding horde survivor with roguelike elements

Thanks for your supportive words.
It’s not that I’m abandoning the game or anything. I plan to release it in a finished state, with bug fixes and a decent amount of content. It’s just that the milestone has been moved a bit closer since I’ve decided to finish the project by this new deadline (Nov 15).

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1.4.0 is here. This may be Wombo’s final update. It’s been fun; thanks to everyone for playing.
(Fingers crossed that we gain some players)

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fat_gun_enemy is one of the best things you could name it

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We’re SO BACK.
The game showcase event I entered the other day finally released their video, and Wombo got featured in a very positive light! After the fixes that I’ve been suggested, I’ll add a shop system and then it’ll be straight to Steam!!

I’m super excited for what’s next! Expect more Wombo updates soon.

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Let’s gooooooo!

Glad to hear it! You’ve got a nice project on your hands here. Is the video available somewhere?

Edit: my phone settings blocked the video. I see it now :smiley:

A new update is HERE! I’m surprised what I managed to finish in just a week or two (~20 hours spent.)

We’ve got loads of things to show off.
First of all, a new PvP gamemode! You can pick this out in the new lobby system (we have configurable rooms and public servers now). It’s similar to classic Wombo, but enemies spawn endlessly, and the last player standing each round wins. You can shoot each other in this gamemode too, and it’s encouraged.
Next up, a new deck system! About half the cards in the game have been locked into a new shop system where you can gather points to unlock them. That system isn’t done yet, but the rest of your cards now have a cool Deck menu to view them. Planned next is that shop system and a ‘banish’ UI in the deck menu to remove any unlocked cards temporarily (since that becomes necessary in most deckbuilders.)
Next up, new camera effects! There’s some cinematic zooms and time-stops when you pick up powerups, get hit, and a few other things. When you pick up a powerup, there’s also a little card that pops onto the screen that shows what it does (this was a common issue in playtests.)

Sneak peek of new secret player character :eyes:


JK. Yeah, it’s AI slop. Might use it, but probably just as a Discord emoji.

Thanks for sticking with Wombo this long, fellows. I’m excited to see what’s next for the game.

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Big new update for Wombo! This one I’m really excited about.
You see, I’ve always had a concern that Wombo just wasn’t strategic enough. Running around picking up powerups felt really arbitrary. But no more!
I’ve reworked the entire powerup system. Powerups now are cards that go in your hand or your deck. They last a set number of rounds, but can be upgraded with stars to last longer. If they hit a certain level, they ascend.
This adds way more strategy - you can spend as long as you like reordering powerups in the shop or preparing as you like. No more fiddling or confusion. The combo slots system remains, so there’s still the deckbuilding aspect - if anything the deckbuilding shines through more.
It was a nightmare to get this working on controller, but I did it (with some vibe coding in there). Looks like I’ll have to have an AI disclosure after all :sob:

Anyway, pics: (No card is highlighted here, so they look a bit washed out.)

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This week’s been busy, but I got a few hours in on the weekend for optimizations. I added object pooling, removed a few memory leaks, and we went from struggling with 200 enemies to buttery-smooth action. In the screenshot, there’s 700 enemies, and the game struggles as much as it used to for 200 - a 250% boost. I did the same for bullets and stars. Now, with 1000x star drop multiplier, the game still hits 30 fps. At 100x, it hits 60 fps! Firing 200 bullets per shot (1200 on screen at once) manages 10-20 fps, when previously just 40 bullets would struggle that much.



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That’s a lot of ppl…
where can I get the mail of nasa? I am sure the game won’t run on normal computers

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No, no, that’s the point. Those tests were just stress-testing the game (I have a mid-range PC.), but the normal game will never reach those levels. No matter how old your PC, I expect you’ll get at least 30fps now.

The new update will be a while before it’s out. I’m having some troubles with getting the pooling to work in multiplayer.

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Good news! I got everything working in multiplayer. I’ll need to do more testing before I ship this build, but you can expect some huge performance gains sometime this week.

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Man this game looks sick! :fire:

Do you plan making a web demo by any chance?

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It’s an honor to hear from Mr. Botherlands.
Web demo wasn’t a plan, but now that object pooling makes the game so fast, maybe it won’t stutter on web? I’ll give it a try.

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Haha the honor is mine: your game looks way more unique and personal than mine, I LOVE IT! :heart: That’s cool if you can make a small web demo! A lot of people play web demos only, and it would be a shame to miss this crazy game I think!

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The new build is out!
Sadly, no web build yet. To do that, we’d need a special WebRTC client for multiplayer, and the tunnel service I use hasn’t finished their WebRTC update just yet. Once that’s done, though, the web build will be out.
Anyway, this build has the huge optimizations I was talking about, and I just finished getting it to work in multiplayer without any stutters. Enjoy!

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That’s great news, thanks! Can’t wait to test that! And I’m 100% sure I’m not the only one in that case :sweat_smile:

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Hey guys!
I’ve been going down the rabbit hole of comparing myself to other successful games lately, such as Megabonk, Brotato, and Risk of Rain 2. I decided to study these games and see if I could find a mechanic or core idea that tied them all together and apply it to Wombo. In fact, I did!

absolute wall of text

What makes these hits like Brotato and Megabonk more successful than Risk of Rain 2 (still a hit, but not at the same scale) is having lots of progression, even if it’s small. In Brotato, you’ll buy heaps of items, and in Megabonk, you’ll get hundreds in a run. The main oddity is that in Megabonk and Risk of Rain, you actually don’t have as much agency over the picks; they’re random. My game goes the other way, it’s high agency, low quantity. The result is awfully boring. It feels that a lack of progress exists. To remedy this, I’m introducing two new item types; Powerups and Loot. These may be a little scope-creepy, but I’m sure I’ll still finish the game sometime in July. Anyway, Powerups will be bought from machines around the map (I’ve expanded the map to 3x the size to make space) that refresh their inventories periodically. You can buy the powerups with stars, and they last about 10 seconds. There’s a lower level of strategy to the powerups, and just about any one can be useful any time. Also in vending machines will be Loot, which are small items that give marginal stat bonuses (think Brotato low-tier items). This should help with the ‘lack of progress’ factor. Maybe I’ll include chests like RoR/Megabonk, but we’ll see on that.

Anyway, TL;DR: I’m adding two new item types. Slight scope creep, but still on track. Hoping this will be more fun.

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Good progress so far. Bonus vending machines are done, and I expect Loot vending machines will be quite similar.

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Good luck, keep cooking! As long as it feels fun, you’ve got something special. Imo you have 3 strong things here - the music, art style, and main feedback loop.

Out of curiosity, how many people have played Wombo so far?