That’s a good question.
Going by accounts created, 35.
Summary
There’s actually 52 accounts, but some players create an account, accidentally double-click the register button, and find the username is ‘taken’ on the second click. Gotta fix that.
Judging by Itch analytics, the game’s been downloaded 463 times, but that figure is even more hand-wavy; most users will redownload a new build, and there’s probably enough of those that we actually have very few players.
I plan to do some social media marketing via Shorts when the game’s ready, but IMO, not yet.
The loot machine is complete!
I’ll be making a whole bunch of powerups, loot, and content for a few days, then the Open World Update will be live, featuring bonus machines, loot machines, horde waves, new enemies, and so on.
Thinking about adding a banishing station. It’d be a lot like classic Vampire Survivors, but you would kick a powerup into it to banish it from the pool. Not sure how it would work for loot and cards.
The amount of powerups and loot I made is rather underwhelming, but I decided to export a build anyways. Expect more loot and content soon, as well as a big improvement to card UI.
Wombo 1.6.0 is here!
Open world
Loot machines
Powerups
Slightly reworked UI
New “Overtime” mechanic like Risk of Rain
Another new mechanic: the Overtime mechanic. I liked how you could push your luck in Risk of Rain, so I did something similar for Wombo. Now, after a wave ends, you can stay as long as you want before exiting, as enemies get harder and harder. This lets you stick around to gather more loot, prep powerups for later, or earn more stars before entering the shop.
Wombo 1.7.0 is here.
Small but significant, a new card system!
You’ll draw hands of cards and put them into your build one by one, a more fun and dynamic system that forces a new build every round. Skip too many cards and you might end up not even filling your combo slots!
Also, so many hours of bug fixes, but the new open-world multiplayer is still plagued with errors. Singleplayer is pretty fun though!
Wombo 1.8.0 is here.
Bug fixes and balancing as usual.
We’re getting ready for another showcase/review event (exciting!)
The game’s almost tuned to perfection, and more builds actually feel playable now.
Plus, better controller support, 2 new characters, and more!
1.9.0 is here!
More major improvements to melee, slight optimizations to multiplayer, more sounds, but above all:
New bosses and minibosses in overtime! Staying for 40,70,and 120 seconds in overtime triggers swarms and minibosses and disables exit doors for 15 seconds, so you’d better watch out.
That was awesome! I honestly don’t see why this can’t succeed commercially… genuinely.
Okay so, I’m loving the new juice you’ve added.
The music is again awesome, and it makes me want to add a drum and bass track somehow in my game.
The new vending machines are a nice risk / reward opportunity. I see you’ve tailored the progress bar to be a soft green and match everything colour-wise, but I might make it stick out a bit more; as I wasn’t sure how to use it at first. Making the green pop a bit more would instantly let you know it fills up automatically, and you don’t need to press anything.
That slow-mo when you level up is chef’s kiss.
I think the things you’ve moved around to make rounds feel more intentional are working. In hindsight, maybe your older builds felt too open ended.
My only main concern right now is the frame rate. Once the screen was really busy with enemies; I did start noticing some dips. Maybe 10-15 fps.
You could probably add 1 or 2 more blood splats and have them randomise on enemy deaths; just to spice it up.
Congrats to the thread for surpassing the welcome to Godot thread in replies. I wasn’t involved with this but have for ages seen this thread be replied to again and again. So whoever is making this game. Damn well done. You basically built your fan base right here on the forum lol.
Thanks so much! In all honesty, the trick (if you want it) is to post lots of small updates. 90% of the posts here are me keeping an update log in the most granular way, so it racked up many posts. Never meant for this to happen, but it’s awesome.
Well, I’ve never thought there’s been much wrong with the game, but I guess it depends where you want to take it. Is it more like Hades with an underlying story and an eventual “end”? Or is it more like Vampire survivors, Brotato etc. and more open ended? It might be easier to design if you lock into one or the other. Or.. are you mainly striving for a lot of depth while being super open-ended?
Yeah, about 10x difficulty.
Yeah, submit it! It’s got plenty of personality too, which makes it stand out.
I’ll have to get back to you on my favourite builds once I give it a few more gos.
Yup. I’m really looking for an evolving meta, super deep gameplay, complex builds, the lot.
Anyway, today’s update was just optimizations. By switching from an O(N) array to a O(1) dictionary, maps are now TEN TIMES larger and STILL generate 2,900% faster than they used to!
@lZebl, need a bit of info on those FPS dips. Were they short or ongoing? I can see how FPS might drop a bit when many enemies exist, but if it was a huge dip and then back up when the swarm had just spawned, I managed to cut that lag down. After profiling, the spawn_enemy function triggering to spawn the swarm all at once was laggy, but the enemies themselves were not so bad. I spaced the swarm over several frames. As for the enemies themselves, they’re already very optimized. When at 10 difficulty, that’s 150 enemies from the overtime multiplier, then another 45 from the first swarm, 75 in the second, and a whopping 145 in the last, making a total of 345 enemies. That figure could likely be cut down, but I do get a very playable FPS even then.
For now, I’ve lowered the swarm counts to 25,55, and 85, cutting 100 enemies, and after stress testing with ~245 enemies, the game was still at a playable FPS, but my compute may be a bit beefy.
Wombo v2.0.0 is here.
New map generation algorithm is 10x more interesting than before, new chest and loot system, and some balancing. This update is really exciting, but some lag still exists until the harshest conditions, so I’ll have to profile carefully soon.