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A jam submission

Dungo Wombo!View game page

A clumsy necromancer accidentally raises too many undead and must now combo-cast them using his movement-based combos!
Submitted by Aly (Hypergardens) (@hypergardens) — 18 hours, 3 minutes before the deadline
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Dungo Wombo!'s page


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Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Jam HostSubmitted

I love the combo mechanic! Personally I used the third listed combo more than others, but the overall game design is good! My only critique is that there is no score bar, which I think this game really misses, but since you had only 3 hours to make this game, I still think you did a pretty good job!


Yeah, it makes sense after playtesting (which you absolutely have no time for in 3h), because you mostly run away from enemies, followed by the only decent, ranged combo. I wanted to see if the mechanic works well, and I got inspired by it in my next game somewhat :D


I think it's interesting how the controls account for both movement and abilities. I think having a combo of w & d attacks to shoot up/down would be cool.

It's a bit tricky though since you generally have to run into enemies in order to use an ability. This may feel weird but maybe try reversing the weaker combos so moving left makes you shoot right etc. then have higher combos force you to move closer to enemies so theres a bit of risk/reward. 

Cool concept and well done especially for three hours! 

Jam HostSubmitted

I find the mechanics to be pretty interesting. I would love to see it fully fledged out. My only crit is that since they're tied to movement controls it can be annoying to reset.


I liked the concept I think you needed to have had more combos or the ability to recognize partial patterns in other groups. Having to reset before preparing a spell made it more frustrating then enjoyable in the difficulty.

Submitted (1 edit)

Very interesting. I really enjoyed the mechanics! Would like to see more combos. maybe up up left and things like that!. Great Job!!


I'm continuously exploring this movement-as-abilities avenue, thank you! :D


The idea behind the game is really cool but it lack of polish. If i turn the game in full screen it is instantly more easy :(. The game over screen is so shy :3.


Fair, it was a cool experiment but in 3 hours I struggled even to give it this much polish since my workflow is pretty messy.


Love the game over screen, I think it would work better if you only checked the last inputs for attacks 1 and 2. For example, inputting DADAA Space would use the second attack. DADAD Space would use the first attack.