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Really excellent game. I love the concept, the art, the game mechanics, and the levels. Even at "reasonable" difficulty I can't get past the third stage. I'm taking advantage of combos and items as best as I can but tend to run out of attack points to clear levels. Extra guidance for newbies to get over the hump strategically or reducing the difficulty level might be good. Thanks for sharing this incredible work.

Thanks for your comment!

Pitching the right difficulty in a roguelike is a bit tough to judge - I hope the experience is rewarding despite the losses, floor 3 is already pretty good!

Great game, I'm in love from the first try! I just wish there was a controller (arrows + xz) option so I can play it on my emulation handheld. It works on my Miyoo Mini Plus when I use mouse settings on the device but unfortunately it doesn't work on other custom Os (like muOS) or maybe I just don't know how to figure it out...

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Controller support is hopefully coming down the road! The issue is the tiny space I have for implementing all of the game - no room for an entire second control scheme in the release version.

But I am hopeful that given some time and once thing quiet down a bit, I can squeeze that in - if not out of the box, maybe as an alternate version just for playing on handhelds.

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Very compelling, if a little hard to understand immediately. Worth learning though! One thing I wish was a little clearer was that the "points" from hands give you both defense and attack; the colors from the hand types gave me the impression that I was only receiving one type of stat. Also, special attack/defense stats like dodge and multiattack also decay the same as normal attack/defense, but don't give you a tooltip warning you about it.

Overall I really enjoyed my first couple runs with it. The items feel interesting and impactful, and I like the concept of getting extra gold for taking weaker cards, or sacrificing existing cards to take stronger ones. The consistent tension of the clock, declining combat stats, and escalating power costs makes for a very tight game experience with very little stalling, and the rewards for constructing powerful hands had me doing mental math. Special shoutout to Deathwish for being a very cute risk/reward item!

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Really cool and well done. I'm finding it brutally hard right now. Maybe a little more explanation in the description?

As I play I'm slowly figuring out that there is a lot of information built into the display, but it took me a while and I'm still not sure I totally get what's going on.

Edit: Oh, there's a help page!

Edit 2: It seems like I lose attack and defense each time I move a card (regardless of demon clock). This doesn't seem to be mentioned in the help page (which is very nicely done).

It should be there, under:

https://solitomb.com/help/#/12

It is in the "detail" section, after the prompt to start playing, though.

I played for 3 times, and I have always end up with monster cards at the end. 
Is this a skill issue ?

That' s mostly a normal thing in the game - it plays very much like solitaire, so when you lose, it's usually because there are cards left that you can't remove.

You don't have to remove all of the monsters (except on the last floor), so sometimes it's a matter of focusing on the important ones.

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Amazing game! It landed the "just one more" perfectly. Great presentation and music as well. Good job!

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This aesthetic of this game is really cool! It's pretty fun to play and I think the story, so far, is really interesting!