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Cart #solitomb-3 | 2024-12-16 | Code ▽ | Embed ▽ | No License
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To learn how to play, check this interactive guide.

Use your solitaire skills to assemble powerful combos and defeat the dungeon's monsters. Grab treasure and spend it to build a set of powerful, synergistic abilities to help you. Manage both your own resources and a demon's patience to hopefully survive the ordeal.

Solitomb mixes solitaire and poker influences with a roguelite structure to deliver deep and strategic gameplay in quick, half-an-hour-long runs. The gameplay focuses on stacking and altering cards to execute sweet poker-based combos.

Like Slipways before it, this game has quite a lot of potential to be expanded into a full-blown Steam release. Let me know if you'd like to see that happen!

Enjoy the game and see you in the comments!

NOTE: This is a multi-cart game, so if you'd like to download it for offline play, you have to get all 4 cartridges (solitomb, solitomb_title, solitomb_shop, solitomb_game). You can download them as a pack from Itch: https://krajzeg.itch.io/solitomb

2024-12-16: Updated to version 1.1

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Really cool concept and well executed.


I'm obsessed already. Incredible!


Even at "Reasonable" difficulty it felt like every move demanded and rewarded careful thought, so I'm wondering what advanced play looks like...

Here's the first game I escaped. In the final level the colourful orb got my attack and defence up around 40, but the last few enemies whittled it all away until I just barely survived...


@Cowirrie The build seems very solid, you'll be beating the higher difficulties in no time :)


1

HOLYYYY


I'm stuck on the title screen...
No button seems to allow me to start the game, but I can go in the menu and my input seems ok there...

What am I doing wrong? Accessed via Splore on a Linux handheld. Is a mouse 100% required?


1

@JeanOliver: Only the author can answer for sure, but I suspect the answer is yes, a mouse is 100% required. A lot of this game's interface relies on mousing over things for information and then clicking to select them. It would be possible to implement arrow-and-button selection, but it would mean pretty much implementing the whole interface twice.


1

@JeanOlivier
Yeah, @Cowirrie is unfortunately correct here - there was no room to implement button controls for the first version, and the game is mouse first. I still hope it will be possible down the road, but it might have to be a separate version just due to how much tokenspace a new control scheme needs.


@krajzeg thanks for the definite answer.

I understand you've got to prioritize features, that's understandable.

I'd be very interested if you release a controller version in the future!


I've had a few interesting runs now. On the "Reasonable" difficulty I managed to get over 4,000 points, once again with the combination of the Chromatic Orb and the thing that makes monster types count as each other.

My first decent run on "Challenging" difficulty, I got to the last stage, and damaged the last enemy down to 3 hit points, but had nothing left to finish it. So it still feels very finely balanced.

Then I survived my first run on "Challenging" difficulty.

A lot of Pentas and the "Deathwish" spell were involved here.

My least favourite enemy are the Red Whisp things. Those really mess with my attempts to build up bonuses.


Congrats on a great game, the depth of mechanics and overall polish are exceptional given the limitations. It's also the first time I've played a Pico8 game on my phone with really good touch control, are there any resources / examples for how to get mobile touch input working well or is to just a case of enable devkit and roll your own.



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