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A jam entry

COMBO!View game page »

a short game for the first GMTK gamejam
Submitted by vlams1 with 15 hours, 57 minutes before the deadline

Play game

Visit COMBO!'s game page

Results

CriteriaRankScore*Raw score
Innovation#4062.3094.000
Feel#4631.7323.000
Aesthetics#4811.7323.000
Overall#4841.7323.000
Theme#5581.1552.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your submission match the theme?
The game fits the theme because it partially goes with it and partially doesn't.
The controls are all split up, but you to press one "multi-purpose" key to actually trigger the move.

Third-party resources
Yoyogames (Gamemaker: Studio) https://www.yoyogames.com/

Aleksandar Petkov Aleksandrov (Typegraph Pro) https://befonts.com/typograph-pro.html

Contributors
Code:

Vlams https://twitter.com/vlamsYT


Art:

HumptyMakings https://twitter.com/HumptyMakings
Gnimacz https://twitter.com/ThatGnimacz


Music:

Andrew Mushel https://twitter.com/almushel

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Comments

The stronger mechanic is the abstraction of actions having to be pulled off by the theme of a combo- a string of different inputs pressed in succession. It still fits the theme of dual purpose a bit but I think this combo aspect overshadows the fact that certain keys are technically re used for other actions (the only small semblance of multi purpose). If something else fed into the dual purpose theme in a systematic way, then it would flesh out the theme more. (ex. doing a dash has a default speed but killing an enemy makes you do the action again upon impact).

Regardless, I really like the combo aspect with the music. Dashing across gaps is hard since I would fall down more often but I really like how the keys that were re used for different actions make sense that they're re used. Interested how this might get expanded!