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A jam submission

Holo: TimeChaosView game page

Hakos Bealz is trapped in a timeloop and has to fight through hordes of mascots to find them.
Submitted by Chiani Nemona (@ChianiNemona), AnekoNya — 3 hours, 19 minutes before the deadline
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Holo: TimeChaos's itch.io page

Results

CriteriaRankScore*Raw Score
Ambience#762.6543.000
Theme#852.3592.667
Gameplay#941.8182.056
Overall#952.0842.356
References / Humor#981.8182.056
Innovation#1001.7692.000

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

Submitted(+1)

The sprites are nice but the combat is a little iffy. The Kroniis will bum-rush Baelz and its hard to kick without getting hit back.

Submitted(+1)

Great spritework and style, unfortunately the execution of the game itself is a bit lacking.

Baelz' kick animation feels a bit 'feeble', and it's rough to rely on it. Combine it with the fact that it seems enemies just have to touch you to deal damage, which means you'll die real fast in melee, without any way to counter it.

In addition, I'd personally prefer if the attacks weren't mapped to the mouse, but to the keyboard instead.

Submitted

There isn't much to say that hasn't already been said. I will say I love the sprite work.

Submitted(+1)

Not much to touch on that hasn't already been stated as far as improvements go, but I do like the pixel art, Bae is really well animated (except for maybe the kick which looks a little wonky, but its cute!)


I actually like the premise of the vending machines giving a boost, but it really does turn out to be more dangerous than good - maybe you could try reducing their spawn frequency, but if Bae hits anything while boosted it could be an instakill, or destroy any boxes hit? That might let you keep some of the original intention while not being too powerful.


But its great to see that the project will get support after the jam, I think it has a lot of room to grow, and potential for some fun mechanics.  Good work!

Submitted(+1)

Interesting take on the theme, but its a bit janky. I think its a bit too hard to kill enemies, and a bit too easy for enemies to kill you.

Submitted

interesting game with really nice spritework!

It has a few issues i ran into but all in all its still a good premise!

- The vending machines did more bad than good for me in most cases. If you wanna rush to the ending they do help but you lose on a lot of health since you easily run into enemies most of the time and lose on health rather than on time.

- Speaking about time, currently the time the enemies give might benefit some adjustments. I'm not sure if each enemy give the same amount of time currently, but i think the ones who are harder to kill would benefit in more time giving in exchange? like the grems are pretty tanky i realized, kronies are pretty easy to deal with for the most part while boros it really depends. if they are on the ground they are easy to deal with but while they are flying its more time wasted killing them than just ignoring them. though that might be a good thing in decision making for boros part.

- as david said, a cooldown on the shurikens would help out A LOT. though it is pretty long in most cases i think it can also benefit a cooldown reduction in general. but thats more about balancing it out with the time enemies give in total too.

- i didnt manage to reach the ending in the ~10-20 runs i did, since it really relies on good rng that 3-4 enemies are in 1 spot so you can clear them all at once to gain extra time since killing singled out enemies is mostly a waste of time. but killing no enemies at all makes it impossible to reach the ending i think. the time rebalancing for the enemies might help in that regard

- i think having some kind of visual effect for getting hit and a little more polished hitboxes so its more clear "when" you would get hit might help. ofc as others stated attack animation would also help out a lot but i can understand that the time limit of the jam might lead to cut corners

there are also a few bugs i stumped on

- i jumped and accidently landed onto a grem whch made me stuck on it and i couldnt move away anymore until i got killed

- more visual bug but sometimes the falling animation plays even if im on the ground

- in my 2nd run or so i got killed while no enemy being present at all. im not sure what killed me but it didnt happen afterwards

- might be intentional, but the coffee item only restores the 1st bar of the dash bars and not more. like if you got a dash stored already, you dont get a 2nd dash bar.

i also read that you plan to continue the game! this is just some suggestions which dont lead into my review since theres no way to have them done during jam time but feel free to use these ideas for inspiration if you like!

- having a flying kick animation when using kick during a run would look so good! the current one i think is more for standing still kicks rather than running while also making the sprite "slide" over the street basically.

- talking about animations, enemy walking/flying/jumping/attack/etc animations would look really cool for the different kinds of enemies!

- i think instead of "boosting" the players immediately, the vending machines could give you an extra dash instead which you can use whenever. i mean the coffee kinda already does it even though it currently (intentionally or not) only restores the first bar but vending machines forcing a dash leads to more failed runs than without imo.

hope i didnt jumpscare you with this wall of text xD great job though!

Developer

i absolutly do appreciate the feedback.

- the vending machines  will need some reworks as does the camara but i do belive the forced dash is a intresting feature if i implement it right.

-enemies giving different amounts of time is defenetly a idea i like.

- i was origanaly worried it was to easy  so i had reduced the time enemies give from 5 seconds to 3 seconds. i might overdid it a bit as i see now.

-are the hitboxes to big?

-i appreciate the bug reports, only getting the first bar is because its intended that you get money in runs and then return to the appartment and spend it on kaela who gives you upgrades, so over the course of the game you get more shurikens, health and max dashes.

Also thank you for the suggestions for after the jam

Submitted(+1)

This game just feels too rng heavy. Several times I hit a vending machine and got sped straight into an off-screen enemy, and the sequences of enemies very often don't give any quick way to deal with them, especially given the cooldown on the shurikens.

Developer

Thank you for your feedback. 

After the jam is over i wanna programm a lookahead for the camara aswell as reworking enemies and ui.

Submitted

I'm not sure if there's an end to this game as I was warping through the level randomly at times and dying from the enemies touching me. I did run off the edge of the map when I went left immediately in the beginning. The enemies really need some sort of attack other than trying to touch you as your kick is slow and small ranged that you tend to get hurt trying to kick them unless you get them stuck and slowly kick them to death.

Developer

The warping is a speedboost caused by the background vending machines.

While i do intend to put in proper attacks for enemies instead of contact damage, the real problem really is the slow small range meele.

The goal of the level is on the right side wich is currently very hard to reach, there is supposed to be a invisible wall on the left side

Jam Judge

I liked Bae's sprite animation and the background work.

I wish I could've seen what's at the end of the level but I couldn't find a way to reliably beat enemies and progress quickly. Sometimes I ran for a while with no enemies on sight, so the time just ran out.

Some improvement suggestions:

- UI doesn't scale properly in ultrawide monitor.

- Sometimes Bae teleports forward and if I jump at the right time she goes flying.

- Physics are wonky. Sometimes I see boxes shoot around out of nowhere.

- Shuriken cooldown time could be better presented in the UI.

- Add enemy attack animations.

- It feels like the game doesn't fully reset the state when starting a new run.

Good job. I hope you consider improving it after the jam ends.
Developer

We have many plans and features we intend to improve and update after the jam.

Having no enemies for  a while feels rare but i did perhaps make it so enemies dont give enough time.

I was not aware of scaling issiue with ultra wide monitor

The teleport is a speedboost caused by the Vending machines in the background

Flying boxes were probably enemies kicking boxes around

Attack animations are intended and planned

What do you mean it dosnt fully reset the state?

Jam Judge

About the state reset, I felt like the shuriken count didn't refill after each restart.

I may be misremembering but I think previous shurikens also stayed on the level instead of disappearing.

About the teleport by vending machines, I suggest adding some kind of visual effect and sound effect to make it obvious it's the vending machine causing it. Or maybe explain it somewhere in the game or game page, so that the player understands what's going on. :)

Developer

they should be refilled at start

the shuriken on the field lying around are shuriken pickups for a temporary refill of shurikens

the idea of a visiual effect for vending machines is nice

Submitted

I am also getting super cooked by the enemies, though I found that they don't attack back when I just stand still and kick. Maybe if there's an objective or goal to do during the time limit it would be even cooler.

Developer

we do plan to continue updating the game at a later date, and we plan to have multiple levels with bosses at the end of each, sadly we couldnt do it during the time limit of the jam

Submitted(+1)

man the game is too hard fr them kronies beating my butt, I think attack animations for enemies would go a long way for a beat em up like this, like a white arc in front of characters or something which would allow to kick them from behind idk

Developer (1 edit) (+1)

I had a feeling the kronies are a bit to fast, this does confirm it. i like the idea of adding attack animations.