WOMBO! A deckbuilding horde survivor with roguelike elements

MAJOR art pass out today. The maps now have trees spawning, rocks, flower fields, bushes, and everything looks quite good. Maps also have pretty good variety from day-to-day.
Plus, new QOL change lets you see your stats in the shop by holding B on controller or F on keyboard.


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Just played (Not too much) and seems like the lag was just shader caching .Feedback Time:
1.The enemy death sound/hit sound is kinda gross…yeah but cool ,you can consider lowering that gut squeeze effect.
2.Needs some small improvements such as the buttons still have that Godot’s default blue outline which is odd for a cool game ,
3.The map looks unfinished for some reason(Looks like the first map I made using tilemaps lol),
4.I haven’t played much but enemies should move/chase you a little faster .
I will try to give more feedback when I meet Bob the bullet hell

And some advice is that all the enemies chasing at once feels unreal .It should be like first 1~2 enemies start to chase you,then when you squeeze the gut out of them other enemies should approach to chase you.like no one is going to chase/try to kill a single person with full gang,first a few bad bois goes to squeeze the gut/bones out of the player.I hope I was able to explain my 2 cents : )

you got me

Well, the game is a horde survivor like Vampire Survivors or Brotato, so the last bit of advice sadly can’t be taken.
I also can’t make the base enemies too much faster since they sort of slowly engulf you, but I can add faster enemies, which I will do in the next update.
For point no. 3, could you elaborate a bit?
For point no. 1, I’ll add some more less gooey death sounds and make those rarer.
For point no.2, that feature’s been planned for ages but hasn’t been worked on until now.
Thanks for your lovely feedback.
Could I also get a video on some gameplay from start to finish? Would be immensely helpful.

There are just two simple shaders in the game, but I’ll enable shader baking so that time can be cut down.

Your new PFP is a good choice, I’ll make a proper one with that character for you :rofl:

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Absolutely! Well my gameplay sucks but I can do a little bit of gaming.

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@Frozen_Fried , could you please elaborate on what you mean here?
The maps are randomly generated, but I may be able to improve the output if you could offer more precise feedback.

okay but,first I meet Bob the bullet hell yayayyaya

The maps have jagged outlines.And some time there is extra blocks and the whole map is very Blocky so it looks like pixel art .
but as you said maps are randomly generated then it’s fine : )
maybe you can improve that extra blocks or give them a good shape!
extra blocks in the maps and it kiils the polished vibe:

Btw does multiplayer have proximity chat?

Voice chat is extremely hard to implement, and anyways I’m not comfortable talking to strangers.
However, an image-based emote system will eventually be created.
As for the excess blocks, I’ll see what I can do. Maps are generated using circles, so sometimes several points might be on the edge. It’s easier to allow these excess blocks than to risk a map with a hole in it.
Personally, I barely notice those blocks.
As for the jagged outlines, what else can I do with a TileMap? If it looks like pixelart, that’s totally cool. A pixelart like style without the pixelart sounds quite good to me - simple shapes and sharp edges.

Love coming back here and seeing it get better and better! Keep it coming ComicallyUnfunny!

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Thanks Zeb! What should I add next to the game?
I’m planning to add 5 new stats to the game and a bunch of new powerups too.
However, I’m concerned that the number of stats could make the game a bit tough to follow. I’m likely going to split them into two stat lists that show you the most important vs. lesser stats.

I also don’t wanna speak to strangers Lol just asked.
And the map is good at gameplay but when it comes to choose them it looks odd in the menu.Whatever,I almost forgot to tell about the gameplay.it’s fun! Just fun!
The art style,the effects all are golden!
I liked the man yelling in the starting!
How did you even find it LoL!

I really hope a real 2800 copies are sold whenever it goes public!

Have fun developing : D

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That’s a sample from the Korg M1 synth on a free music/samples site.

Any feedback or criticism about gameplay? You’re like my 3rd ever proper tester (besides friends).

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No more criticism for now.
You should add a settings menu where players can make the game fullscreen or windowed, v-sync etc

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It’s in the works, thanks for the suggestion.

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Yeah , splitting them up sounds like a good idea. Like you said, it could become difficult to follow otherwise.

I’m struggling to think what else you could add atm.

Off the top of my head; you could be unlocking characters with a currency that have different base stats. Sort of like vampire survivors or brotato, even. But I don’t know if I’m just suggesting things for the sake of it atm. I’ll have to play a few more times and see if something comes to me haha.

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wall of text ahead

Yeah, characters as well as starting guns and melee gear is in the works, but it’s a bit far down my list of tasks.
My to-do list also now includes having better movement after seeing a lot about a successful roguelike called Megabonk with great movement. I realized I’d never seen a survivors-like with any decent movement before. However, since my game isn’t 3d, I’m a bit stuck on where good movement could come in.
I’m also adding a feature where trees and bushes can be destroyed (since they get in the way) and drop loot. This will naturally need a stat or two there, plus some more econ stats since playtesters complained of being broke all the time.
Plus, a new stat called “special enemy chance” which makes some enemies significantly more powerful but makes them drop superior loot. There’s also a stat called “special enemy damage” which does more damage to these enemies.
Plus, there’ll be 3 explosive-based stats and a new bullet magnetism/attraction stat.
Also, I’ll be integrating Talo, a backend, to allow for cloud saves and log-ins, plus an online leaderboard.
Finally, I’ll need to polish up the main menu because it’s very cluttered. I’m thinking something like

  • New game
  • Multiplayer
  • Loadout
  • Settings
  • Tutorial
    All these changes will likely take till December, since work doesn’t offer much time to spare for the game. I scarcely have 45 min a day, plus a few hours on weekends.
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Can I ask a question?
How you did the multiplayer thing? I’m trying to make a simple mmorpg using firebase realtime db and man the latency! like you can take a nap to watch the 2nd player move (jk) but it’s still a lot! like 999ms.

i use nodetunnel.io to host my relays. firebase is a database, meaning it’s not the right tool for the job sending fast packets back and forth.

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The upcoming melee rework is nearly finished!
Instead of the old “melee” system (just damage on a dash), there’s now a real weapon which you can swing and lunge with.
When you dash, the weapon points that way.
Plus, more melee stats.
This melee rework won’t be out for a while, because I want to finish maybe two things from my to-do before I release something.
Edit: changed my mind, the new build is out, along with some lighting improvements.

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