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
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 :)
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?
@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.
@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!
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