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Combolands: a city builder you finish in thirty minutes, and that is exactly what was needed
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Score7/10

Combolands: a city builder you finish in thirty minutes, and that is exactly what was needed

Place buildings, stack synergies, watch the numbers climb. Seven guilds, two per run, and a fresh island every time.

A

Alexandrosse

·6 min read

InsertCoins.press Score

7/10

Verdict

Recommended

The city builder has a problem nobody wants to state out loud: it demands a whole evening before it becomes interesting. You lay your first houses, you wait, you wait some more, and the run only really begins two hours in, once the machine is turning.

Combolands deletes the two hours.

Combolands, a town being built on its island

The principle

A generated island. Buildings to place. And above all, combos: each construction sets off others, which set off others, and the score cascades. A run takes about thirty minutes.

The marriage is clever because it takes from each genre what the other lacks. The roguelike brings brevity and renewal to the city builder, which badly needs both. The city builder brings the roguelike something deckbuilders cannot do: space. Here, where you place matters as much as what you place. A badly sited building breaks a whole chain.

The content is structured around seven guilds, two chosen per run, making twenty-one combinations. Each has its own buildings, strengths and drawbacks. Around that, over 120 buildings, a hundred passive heirlooms, thirteen city councillors to recruit and ten ranks of difficulty to climb.

Why it works

The pleasure is immediately legible and it lives in one gesture: placing a piece and watching the rest of the board react.

It is the sensation Balatro made popular, the runaway climb of numbers, except here it rests on a map rather than a hand of cards. You build an engine in three dimensions, you watch it run, you start again.

The mood is settled. This is a game you launch in the evening without mentally preparing, that does not punish mistakes brutally, and that leaves you time to watch your little town function. There is a kind of comfort in that which roguelikes often forget, busy as they are proving how hard they are.

Combolands, buildings and their synergies

Where it stops

And that is also its limit, because the two go together.

The difficulty does not bite enough. The ten ranks exist for that, and the curve does climb, but you never feel you are playing against something. You optimise into a void. A roguelike is remembered for its defeats, not its wins, and I cannot recall a single run lost by a hair.

And the game is not trying to be memorable. It does well what it advertises, it does nothing more. The visual identity is clean without being remarkable, the guilds distinguish themselves by their rules more than their character, and the whole stays in the register of pleasant.

I had a good time with it, and that is true. I am not certain I will come back in three weeks, and that is true as well.

Combolands, progression and difficulty ranks

Who it is for

People who like the idea of the city builder but not its investment. Fans of combo engines who are running out of deckbuilders and want the same mechanic in another shape. And anyone who wants a complete run while a washing machine finishes its cycle.

It launches today, made by Crux Games.

The last word

Seven out of ten, and the score reads both ways.

It rewards a sound idea, cleanly executed: the combo as engine, space as constraint, and a short format that makes the city builder reachable for people without three hours to give. Twenty-one guild combinations is a genuine promise of variety.

It accounts for a difficulty too gentle, which drains weight from decisions, and a game that stays pleasant where it could have landed.

It is a good game you recommend without hesitation and forget without drama. There are worse things.

How long do you last in a run meant to take thirty minutes? Come and confess on the InsertCoins Discord.

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