Card Combo!

 Combine cards to build up your powerful attack. Use the elements to get the advantage on your opponents. Be quick about it though!

(In game tutorial available) How to play:
Combine like numbers or combine numbers that will equal a similar number on board. Drag card up towards monster and release to cast your spell. Your spell must be powerful enough to pierce the monster's armor! Some monsters are weak to certain Elements (or colors) try to topple them easily! Combine two cards of similar element (or color) to Combo! Combo multiple times to make a card pack, tap or click the card pack to add to your deck total.

Thank you to all who play and to all who play tested our game!

Made by: Houndfall and LettucePie
Made using: Godot, AeSprite, LMMS, Krita, and Audacity

StatusReleased
PlatformsmacOS, Android, HTML5
Rating
Rated 2.5 out of 5 stars
(2 total ratings)
AuthorsHoundfall, Houndfall
GenreCard Game, Puzzle, Strategy
Made withKrita, LMMS, Audacity, Godot, Aseprite
Tagsad-free, android, Casual, Godot, Math, numbers, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsMouse, Touchscreen
AccessibilityColor-blind friendly

Download

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Click download now to get access to the following files:

CardCombo_2.0_Android.apk
CardCombo_2.0_Mac.zip 76 MB
CardCombo_2.0_Windows.zip 60 MB
CardCombo_2.0_Linux.zip

Development log

Comments

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(+1)

Fun Game! I am presently stuck on Kyzor the Razor, and I have no idea how to clear trash off him, but otherwise nothing took too long to figure out what to do, even if doing it was occasionally difficult.  That sand castle is a pain in the butt, though; I don't know if it is my mouse or what but clearing the sand out of the way never seems to work right which made fighting each of his fights extremely frustrating, despite his negligible damage and (since there's rarely any point attacking and it drops each turn) defense.

(+1)

After much trial and error here's what I've figured out:


- Once Kyzor enters the trash phase, any lightning attack risks glitching him out such that further progression is impossible. Consequently, lightning should be ignored once the phase transitions.

- Trash removal can be accomplished by any non-lightning card that equals the armor. The strength of the card does not matter. However, the cards activation has to be timed so that several seconds after it is triggered-- when the bubble animateion finishes-- a piece of trash is present directly in the center of the attack animation.  This timing is pretty precise, so I'd recommend healing up two or three times between attempts.


- Once all the trash is cleared the fight enters round 3, which the game calls round 2. This is the same as round 1, except you win if you beat him.  When you win the game suggests there's at least one other possible outcome to the fight, and that outcome is better.

- healing Kyzor back to full health in stage 3 is not the solution.


-Even if you win, the icon on the map will not be filled in and your stats for the fight will not be displayed on the cloud.

Hello! Thank you for playing and providing informative feedback. 

I was the primary programmer of this project until a couple months ago. While I have no idea what may have changed since then, I'm still sorry you had such difficulties with Kyzor The Serpent. 

If it has any meaning here is the design history of Kyzor The Serpent.


Before Kyzor existed, an ooze monster was set to be the 6th and subsequently 12th encounter in the Beach area. There was difficulty landing on a good visual, so it was scrapped. I prompted the artist to use the last boss as an opportunity to challenge themselves and work from anything of interest; and so we got the Pirate Ship of Goblins, and Kyzor. Overall I think this worked out best, as they're the most visually interesting encounters. (Personally think the Pirate Ship and Squid were my favorite to Script)

Kyzor's Gameplay design was a bit chaotic. As you noticed, yes Kyzor can be healed, and that was a planned ending. There was a lot of discussion about how to connect the moral of pollution to the encounters, and how to allow it so the player can be the better influence. The player would be able to Heal Kyzor to travel to a different path, instead of defeating them. With this scheme, the phases were to be:

Phase 1 - Normal Combat

Phase 2 - Enraged Combat

Phase 3 - Heal or Destroy

Shortly before I left this, the phases were changed by request. Phase 2 became a mini-game where you try to blast the garbage off of Kyzor's Fins. When I was working on it, any element-attack would work, however it was awkward as you had to wait for the animation to finish. Phase 3 essentially became the Enraged Combat. I left in the Healing functionality and the message "But could things have been different?" in case there were any plans to return to previous plans. Also felt "Could things have been different?" was vague enough that it could slide into the Pollution motif easily, but you saw right through that so... lol


As for the Completion Time and Icon not filling in, I had so many troubles with that throughout working on this. My instinct is to blame something else and call it a inconsistent pest, but the reality is with programming everything I put into it is my own fault 99.9 percent of the time. Computers cannot compute inconsistencies by design. Sometimes just relaunching the game would fix it.


Oh goodness, I've typed quite a lot here. Once again thank you for playing. I hope the things that worked brought some joy or entertainment!

(+1)

Indeed the game was quite fun, and thank you for the interesting and informative reply!  The pirate ship was definitely one of the most fun to play as well; I think using the 6th and 12th beach encounters for much more complex gameplay was a good choice, even if it didn't fully work out with Kyzor :)

(+1)

There seems to be a discrepancy between what the vampire's displayed elemental weaknesses are and what it's really able to be damaged by. Also, I keep getting softlocks when I'm just about to kill it on hard mode. Otherwise the game is pretty fun, if in need of some polish and balance.

Thank you for playing! We have noticed the Vampire fight doesn't always work, and actually have a big polishing update very Very close! Please swing by the next couple weeks, hoping to have it uploaded soon.


As for the Vampire Weakness, it's not easy to notice, but when a Cards power is double or more of the Enemies Armor Class, the attack hits true, regardless of weaknesses and resistance. So for the Vampire, when he's in his human form, you need really big value cards.

this game has an interesting concept and is surprisingly fun


there are minor flaws thoughb

1. the text is unnecessarily wordy, the tutorial part has a ton of unecessary details, even after defeating an enemy it says "Victory: Boss ran out of health". those types of details are better explained through visual feedback

2. could replace the " health bar" with a deck of cards and an animation  that when taking damage, cards fall off or go to a graveyard slot


with that being said, great job man the concept is fresh. goodluck!

(+1)

Thank you for playing and providing feedback! I'm glad you had fun 🙂


Houndfall and I have a "priority list" and the Tutorial is at the top. We plan on adding less text, and more visual aid. Animated Symbols and stuff like that. The Health bar being a row of cards is cool idea! Just might draft that up if we get the time. Thank you again!

fun game! well done.

Thanks for playing!