COMBOLITE combines roguelike deckbuilders and autobattlers in a unique way.
Your goal is to hit the rock as hard as possible by making the perfect sequence of weapons.
What is a combo?
Combos are defined by a sequence of 3 directions and a reward for pulling them off.
Each weapon attacks in one of 8 directions, and you can execute a combo by placing them in your deck in the correct order.
Combos level up based on the amount of damage the 3 weapons performing the combo do.
The higher their level, the stronger and more useful they become!
EXPLOIT the buffs you get!
Combos make a certain category of weapons stronger, or provide an overall buff to the player, like increased shop luck. The best strategy is to go with the flow. Try to play to the strengths of your buffs as much as possible.
You can get these after every third fight, buying loot bags in the shop, opening treasure chests and completing objectives!
BREAK THE GAME!
I've seen millions of damage done, someone hit 13 BILLION damage in a single turn! You're encouraged to break this game, and with multiplicative buffs this isn't hard to do!
But you have to be quick! The target damage keeps increasing every turn. If you can't deal enough damage, well... you can guess what happens I suppose.
Features: (still W.I.P.)
X categories of weapons, with a total of X weapons
X collectable buffs
448 combos with X different special rewards
7 difficulty settings to make your runs even more interesting
Hi there!
After 105 days of development time, COMBOLITE finally launched today on April 28th.
Join the discord here: https://discord.gg/MRPH7QWprk
Changes since the demo
There have been WAY TOO MANY changes to list them all here, so I'm going to point out the main ones.The ball has physics now!
You can hit the ball around and the game actually feels like you're making combos now!"Combo" system
Whenever you get a buff, there's a chance that a combo gets generated instead. A combo is made up of 3 attack directions. If your weapons attack the sphere in that order, you will get some sort of advantage, like more damage or money.Objectives give special skills!
Skills give certain weapons a unique skill or some ability that allows new and interesting synergies to be made. I added 20 skills in total for the release, each categorized into a rarity.There's also only one objective at the same time instead of three, so it's a bit easier to focus on them. The difficulty and rarity of each objective is determined based on the amount of damage the selected weapon category did, so weapons that you haven't really used recently will not get an impossibly hard objective.
Difficulty settings
I added 7 difficulty modes, each of them with some interesting twist that should change your strategy. Most of them are harder than the base normal mode, but some of them are easier while still giving the player a different experience.A new difficulty mode gets unlocked when reaching the end of area 3 in any gamemode.
Graphics improvements
I switched from the older OpenGL renderer, to the newer Vulkan renderer, which allowed me to do some additional fancy graphics. All of the maps were completely remade from the ground up, so it doesn't look like a floating circle in the middle of nothing anymore.Basically doubled, or even tripled the amount of content!
- 8 categories of weapons, with a total of 34 weapons
- 29 collectable buffs
- 448 combos with 4 different special rewards
Future plans
Currently getting the game localized is my first step, and I have made some steps towards that already.I want to definitely add a bit more content to the game, especially in the area department, but for now I will be taking a short break to chill for a bit.
If you have any cool ideas, recommendations, feedback, or anything like that, join the discord and let me know!
Minimum Setup
- OS: Any Steam-compatible Linux Distro
- Processor: Intel Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Vulkan compatible GPU
- Storage: 500 MB available space
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