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HoloMemory's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #51 | 2.875 | 2.875 |
| Theme | #72 | 2.583 | 2.583 |
| Ambience | #75 | 2.667 | 2.667 |
| Overall | #82 | 2.483 | 2.483 |
| References / Humor | #83 | 2.250 | 2.250 |
| Innovation | #89 | 2.042 | 2.042 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The game is straightforward and simple. Once the number of cards goes beyond a certain number, maybe certain mechanics can be implemented to peek at large groups at once. The used cards can also be taken away to reduce clutter as it becomes hard to see where everything is when there are too many cards.
Difficulty ramp is quite surprising. You definitely need to build up those 30 seconds even if you think you don't need to. Still haven't beaten it but it didn't feel frustrating, which is good. Also, this game reminded me how many Holo talents there really are, both active and retired.
This was horrible... took me about 2 hours to finish this lmao. Nice game and insane difficulty curve lol!
Not a bad game. I've always a been a little hit or miss on these games, sometimes I do well and other times I don't
This was one of the times that I struggled honestly
But the bonuses between rounds was helpful, and the bonuses provided by certain talents was unique too
Like others, I got stuck at round 9. I think if you wanted to keep the difficulty, but still lean it towards the player a bit, you could reset the reveals back to 2 at the start of each round, which would help incentivize picking the extra reveals over the extra time. And I feel like picking the extra generations really isn't an option that should be given, it just doesn't really provide much utility over the other two choices.
I wonder if the option was given to let the player lean into getting more talents to give them bonuses? But I feel like it would be better to just add the generations between rounds anyways, when the board size increases, and just remove the option from the list of choices between rounds.
But still, solid game, great sound design and music, the logos all look very clean. Good job!
I liked the gimmick that pairing Time related talents would add time to the clock and that some would help by revealing a genmate or give more reveal uses.
The game needs some balancing, though. Each round is significantly larger than the previous one and only giving 30 seconds to the clock flat every level becomes too short to clear the larger levels. I did a couple of runs and always failed at Round 9 due to the sheer size and short time remaining.
Just out of curiosity, how many rounds are there in the game? And did the development team manage to beat the game?
Yeah, the typical feedback is to make the rewards between rounds better as the rounds went on. Likely more time increase, more reveals added, and more copies of the cards being added as rounds go on.
The final round is actually round 10, so you were close. I was thinking most people would be losing on round 7-8 though. I could have stopped it at round 8 or 9, but I figured it would be better to let it keep going, and not accidenatly cut it short incase people could keep going.
I haven't beaten it, and most times I was also losing on round 9. I did get to round 10 and got through a good chunk of the matches in that round, although that was with some blessed rng and some dev knowledge. Some card packs are just inherently better than others, so knowing which ones to get and which ones to skip on and get other boosts helps.
Whew, I was never particularly good at these sorts of memory games. So those extra boosts, like the extra time from matching Kronii or Ame, as well as the ability to reveal some cards, were quite useful. But at some point, the amount of cards there were just made it so overwhelming for me to keep track of it all even with all the extra stuff.
I think that sort of thing though is more just a "skill issue" on my part. I only made it to round 9, honestly. But maybe it could have been nice to have some more progressive boosts that helped out in some way since the amount of cards to match was growing very quickly.
Also, props to including as many members as you all did, including Stars members.
Overall, while it may not be my kind of game, I do think it was built solidly.
After several stages I got bored then noticed I had 10 minutes on the timer. I'm not sure either of the other boosts would've helped. I'm not sure this was much of a twist on the basic game.
I love memory games! This game is very chill especially with the music and sound effects! I feel like maybe as the rounds progress you could change the card reward effects each time so that it adds some more variety to the rounds. Overall, this game was so fun and I love how you included so many Hololive members as well as the staff and Holostars!
Quite fun!! Just playing this kind of game is relaxing in of itself (timer aside). Maybe the rewards between each round could get better the further you are into the rounds, otherwise it feels like you will simply run out of time eventually.
Surprisingly fun game! Every time I progressed to the next stage I was left in mouth-gaping awe at how much larger the card layout was than the previous. I did like how there was an element of strategy in observing which members you had cards of so you can think about whether to take additional group cards or not. If there were more benefits or choices like that, that would be pretty awesome, since at a certain point there's just so many cards I end up mindlessly clicking everywhere, even with reveals. There wasn't much in terms of direct references or humor but I think it's okay. It's a chill little game, and it does make me a little happy that it includes the boys as well :)