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Combo-Wombo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #407 | 3.400 | 3.400 |
| Fun | #415 | 3.120 | 3.120 |
| Overall | #444 | 3.227 | 3.227 |
| Creativity | #505 | 3.160 | 3.160 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
MYDugong
Newbie?
Experienced
Nope - I've completed at least one game jam before.
How does your game fit the theme?
It was made in only 2.5 days so I had to "just get started". You also have to start a combo for you multiplier to increase
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Comments
I like how the enemies come in as shadows. Nice idea! I suggest that the health bars be invisible until the enemy takes damage for the first time. The music is too loud.
"OOHH OOHH OHHH WOMBO-COMBO OHH MY GOD OH OHHHH" - smash melee tournament, 2003
Super addicting and very well made for something only done in 2 days. Would love to see this get more content as its such a promising start!
Side note i love the art its super cute idk if it was done buy you but Its super dope!
sorry to diappoint, but no : ( Iβm not good at art, I used free assets
Nice, I like that the AI isn't trying to touch the player but get close and then activate their attack. It gives enough time to dodge. Could use some refinement but has a solid seed.
Wish you had more time to make it mate, its a very fun concept but it is extra janky
To be honest the feedback for the strike is nice, yet it's a bit clunky. Maybe you could have made the unity particles pixelated as well instead of the default unity ones
Hitting the enemies felt really great. And the game looked good. Well done in a such a short time!
Once you get the hang of the movement and the attacking, it feels really satisfying to kill the enemies!
This was amazing! I can tell you put a lot of work into the UI. The instructions for the controls were not only clear but pleasing to look at. I like the choice put images with explanation. When you get into the game, there are expansive options and they all animate well. The battle mechanics feel weighty and significant. And I'm always going to be a sucker for anime-inspired chibi-sprite art. Even down to the choice of font for the timer or the musical choices, I think everything was well laid out. Super fun entry!
Thank you
Good effort for 2.5 days work
Satisfying and fun! Played on a trackpad, so extra difficult for me, but very impressive for only 2.5 days of development.
thx
Hitting multiple enemies all at once feels satisfying! I like how the speed of your attacks snowball as your combo meter increases. I like the snowball effect-ish idea to match with the theme!
agreed
I gotta say I did not like how enemies could just push you around. I don't know if that's a conscious decision to discourage getting too close but it felt really frustrating when I couldn't move cause there's one orc that's stuck to me. That said, oh my god, endless becomes pure dopamine once you start getting combos. The clunkiness of the early game makes it even more satisfying when you start cutting through crowds of enemies completely unstoppable. Until one guy managed to sneak a hit and now you're backed into a corner getting absolutely destroyed by hundreds of them, brought down by your own hubris. Awesome fricking game, I really liked this.
Also that pause screen looks sick as hell???
Enjoyed this, I must admit I found it hard getting into the rhythm it wasn't until my third attempt it really caught me
Nice work man!
I'm gonna be honest, within the first 30 seconds of playing this game i already had a review written in my head. i was thinking "How ironic that a game all about comboing has combat *this* clunky, with attacks that so poorly chain into eachother".
Then something clicked, and everything just made sense. I fell into a kind of flow state and just killed like, 400 goblin guys LOL.
i dont know if combo modifies animation speed, but thats certainly what it felt like. After the first 30 seconds i was loving this game. It felt incredibly fluid and the two attacks served distinctly different purposes.
The animation does get faster, this is to make it feel less clunky as you get rewarded for killing the enemy, the idea is that u start out clunky and slow but you get stronger and your attacks start to just demolish the enemies
Fun and Cool powerup mechanic. Boss fight didn't work though.
thank you for the feedback, I ran out of time, I'll try to see whats wrong
Wait, no I forgot to turn off the win screen when I was debugging