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A jam submission

HoloSwipeView game page

Submitted by CharlieDreemur, SimplyNarwall, Funny0102, CaKe — 1 hour, 53 minutes before the deadline
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HoloSwipe's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#143.5683.944
Gameplay#153.4673.833
References / Humor#223.4673.833
Overall#253.1363.467
Ambience#303.2163.556
Theme#531.9602.167

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam Judge(+1)

Wow, this game was such a rush to play!

I couldn't stop trying again and again to learn each item's effects and plan my day by day strategy. Definitely spent a lot more time than I expected playing this.

The game loop is very addictive once you get the hang of things. At the beginning, when I first started playing I just ran around and bought anything just to fill up the bag and quickly found myself searching each corner of the map for money. On my later runs, with a clear strategy in mind, it was much smoother and money was not an issue at all once the correct combo of merch items synergizing with each other did the job.

Great use of the smol 3D models! Very nice ambience and effects!

The inventory space management aspect, combined with the resource management, and the rush of escaping Calli's pursuit while avoiding sharks and phoenix explosions makes for an adrenaline pumping experience.

Improvement suggestions:

- Add an exit button (I would expect ESC to be used to bring up the pause/settings screen)

- Make the exit door only activate when pressing SPACE, instead of on touch, to avoid accidentally ending a day when running around from hazards or picking up money (this last one happened to me).

- I didn't try it, but I think this could be fun to play with a game controller.

- The inventory key is very far from the WASD keys used to move. It requires either stopping moving or stopping turning around to move either hand to press the I key. I would suggest changing it to something closer like the E or F key.

- I couldn't see if the game was running at capped FPS, but at some point my GPU started spinning the fans and I don't think this game should be pulling that much GPU power. Maybe consider V-Sync if it was not enabled.

- Some UI buttons were labelled "button". XD


Great game! This is what my final merch bag ended up looking.


Submitted(+1)

It was a really fun take on a roguelite game. Luckily there were lootboxes or it would be difficulty to keep up with the money loss.

It would be great if the esc key opened the pause menu instead of closing the game.

Submitted(+1)

This was a little hard to figure out what I was trying to do, but really fun once I did figure it out. Knowing what the different stats did and how you could re-organize the inventory made this game really fun. I do wish I could look at my inventory by pressing escape instead of it just exiting the game.

The money build was OP, getting over $100 per pickup and then buying a bunch of different posters. Super fun.

Developer

Glad you had fun! Actually the inventory button is I, but the game doesn't exactly have instructions anywhere, so it's a totally reasonable assumption for it to be on esc.

Submitted (1 edit) (+1)

Wow, this sure was an adrenaline rush. This game actually got me to strategize and min max daily progression and final inventory build like some kind of roguelike JRPG, and that was very fun. I think you guys should make the exit door only end the day when the player presses spacebar instead of instantly ending the day cause I accidentally touched the door and instantly lost the game a few times.

Submitted(+1)

I could say only chaos xD 

Submitted(+1)

Although, I'm not sure how this fits with the theme, BUT that was the quite the most chaotic fun I had during the play session! Interesting loop where I have to frantically look for merch I can buy and get the fan point to the quota! I do suggest that that if there's a tutorial on the buttons and objective at the start, the learning process will be smoother.

The hazards are well design and compliment each other, and the merch effects are quite significant! If only I could find a way to replace the old ones with the new one or maybe sell it for extra cash. That aside, Awesome work!

PS. Never in my life I would feel the horror of being chased by Calli while dodging Gura's sharks and Kiara pillar of flames and also in an Ame ZA WORLDO only to find the exit being blocked Ina's ritual in a short time spand...10/10 would experience it again.

Developer(+1)

Ty for trying our game! BTW, you can remove old items from your inventory simply by dragging them out at any time.

Submitted(+1)

Ahh whoopsie, I see!

Submitted(+1)

I'll admit that in my first playthrough I didn't immediately get it, but I played on and it's actually a cool concept wrapped up in a really fast paced game of resource management. I really like how as you play you realise that certain things are better in the start and later you have to re-spec yourself and adjust to the quickening pace of the game.

Everything was pretty good from the Myth hazards (Calli chasing you around was super funny and nerve-racking XD) to the way the items worked (although I'll admit I may not have gotten  the best look at all of them because of how fast paced things were going and I was stressed out just trying to buy the right merch).

My only negative comment would be how walls and objects tend to bug out when Ame walks too close to them. I think you were trying to go for the effect where the wall or object becomes transparent/translucent when it comes between the player character and the camera so that the camera can see through the obstacle? Or idk, I'm just guessing. Either way, it made for a weird visual bug that, while not hampering gameplay, was still annoying for me to look at. Also, maybe I'm dumb but I didn't quite understand how this fit in with the theme. 

But other than that, it was pretty fun. The gameplay is definitely this game's strongest suit. Good job to the whole team, and congrats on the submission!

Developer (2 edits) (+1)

Actually the game fits the theme perfectly because you love your oshis and the angst uh... uh.... like when you lose all your money... uh... I feel like sometimes in life it's important to make love and not war and that's why it not only fits the theme but also answers a serious philosophical question.

Developer(+1)

Thanks for your feedback regarding the transparent wall. I implement that so that the wall will not block the camera. But maybe there are better solution such as adjusting camera position to make camera always inside the building, or add more transition when switch to transparent materials? I want to know do you have a suggestion regarding this?

Submitted

Ah, yeah. I figured it was for the camera. In my head the two cases that are possible are the same as what you already mentioned: to either have the camera have collisions so that it stays within one side of the walls, or to set up better conditions for when the wall turns transparent.

For the first case, the camera would have collisions relative to walls  (basically the way the camera works in Minecraft if you play in 3rd person POV). The advantage here is that while the camera is following the player character (PC), a wall will never come between the PC and the camera. The only problem I can imagine with this is that if the player enters an area that's too narrow it always forces the camera to be close to the player which will make it hard to look around, but I don't think that's a problem with your game since it's made of nice open rooms and it might only happen if the player walks through doorways.

For the second case, you'll have to figure out what the conditions are for having a wall turn transparent. What I think you want is something that checks whether there's a wall between the PC and the camera, and if so to turn that related wall area transparent. Because I noticed that some walls still turn transparent even though they don't have to; e.g., I'll run into a wall in front of me but the camera is behind both the PC and the wall so I can still see clearly, but the wall turns transparent anyway.

If it's the second case, the way I would do it (don't completely trust me on this; I notoriously hard code stuff because I'm not good at optimising DX) is I would create a large invisible cylinder that stretches between the PC and the camera, and then I would code it so that if that cylinder overlapped a wall it would create a mask and subtract the texture of the intersecting parts. Essentially, the cylinder would cut a hole in the wall so the camera can look through and see the player. IMPORTANT to note that the masking only affects the texture itself and NOT the geometry. Because you want the collisions of the object to remain intact so the player doesn't use this effect to jump through holes in the wall. Essentially, it will look like a part of the wall isn't there, but in fact the whole wall is still there. 

Also, if you have the time to do so, you might want to look at alternatives to just straight up making a wall panel transparent. I know some make like a gradient of transparency so it's fully transparent/translucent in the middle but it gets more opaque radially outwards. I've seen others use like a combination translucent and dithered effect, but I think that one worked for those games because they were like  voxel/3D pixel type games. Just look at what you can find and see what works for you.

Developer(+1)

Hi, thanks so much for your valid suggestion.

Yeah, I have tried several 3d games recently and I found some of them actually do both solutions. They both adjust camera's position dynamically and transit nearby surroundings to transparent or totally invisiable.

I will try further exploring these two cases in future developing, ty for your feedback again!

Submitted

No problem. I don't have a lot of experience with 3D development, but I'm glad I was able to help all the same :D Good luck with your future projects!

Submitted(+1)

Damn you know it's getting real when the Yagoo cubes start coming after you. Cool idea for a game, I like the day structure from something like Lethal Company being applied in this context. Nice work!

Submitted(+1)

cant explain the rushing energy this game gives me, its addictive and chaotic lmao 

had a blast going through it, and the difficulty does spike quite a lot at some points but it didnt get boring or repetitive quick in the middle of the chaos

the item balancing felt ok in general though it does become a mess of space optimization due to keeping items from previous rounds and minimizing all items


the only weird issue but im starting to suspect its on my end (had a similar issue with another game), my character was moving permanently to the left for some reason

Developer

Glad you enjoyed! FYI in case you didn’t know, you can take items out of your inventory just by dragging them out and closing your inventory. 

Submitted(+1)

Really cool premise for a game, especially considering the title of the game in context to the theme!


Going in, I expected some sort of dating app-esque experience, but that couldn't have been any further off base. Its a lot of fun running around trying to avoid everything and gather money to create some sort of build. I will say I think it can kinda start a little slow, but maybe I just got unlucky on my couple of runs. Also things get crazy hectic, maybe a bit of a longer delay between events, cause sometimes there just so much happening on screen or around you that you can't even really account for


I'd say the weakest link here is the theme, but if you guys keep working on this outside the jam and add other EN members and items, it could go crazy hard!

Developer(+1)

I’m glad you liked our game! It was a little tough to try to balance the game properly since we all already knew what all the items and disasters did, but hopefully it didn’t end up being too difficult.