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A jam submission

holo-flavored JAMView game page

Demo of a Demo made by EntityNyx & CodetheNerd for HoloJam's 7th gamejam
Submitted by EntityNyx (@EntityNyx) — 50 minutes, 14 seconds before the deadline
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holo-flavored JAM's itch.io page

Results

CriteriaRankScore*Raw Score
Ambience#802.5832.842
Gameplay#862.0092.211
References / Humor#922.0572.263
Overall#962.0762.284
Innovation#961.8662.053
Theme#981.8662.053

Ranked from 19 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)

I like the core mechanic, just need better learning curve for it! After that, you can expand more with that core mechanic!
Also those tutorial dialogues, they're very funny lol

Good job! 

Submitted(+1)

Cute game. I think time stop mechanic need better hitbox(?) I was confused a little bit how to use it.

Submitted(+1)

Neat game! Had fun even though the time stop mechanic was a bit obscure, it definitely has potential. 

Submitted(+1)

Not bad, the art was cute and the concept is neat.  I don't often see close-range time stopping like that, I bet it could lead to some fun mechanics.  I hope you learned a lot, and I hope you had fun this holojam!  

Jam Judge(+1)

I like the little Shiori animation and the music.

The time stop power needs to be explained better. I found out it only works when very close or above a platform and not from the side. It would be great if the range was better explained.

You should also consider adding a countdown timer on the elements that are affected by time stop, so that the player knows how long they have before the effect runs out.

Finally, make sure you give the player a way to exit the game or return to the title screen mid-game. I don't understand why you've set your game to not display the window's title bar.

Good job on submitting your game to the jam. I hope you keep working on your game with more levels and a more polished presentation too.
Submitted(+1)

Short game, but a decent start. I didn't know how to use the time stop until I read the comments here, so that could use a bit more of a tutorial to explain it. I realized you can click into the text boxes and edit them on accident, so they became a gibberish of letters due to pressing wasd to move around.

Submitted(+1)

I love the way the first level looks for this project, and the Shiori sprite is very cute too! This definitely has some potential when you're able to get all the ideas in.


Glad you guys have a plan to continue work on the project after the jam, looking forward to coming back when everything is fleshed out! And congrats to Code for their second jam, good work from the team!

Submitted(+1)

Short but cute.

Submitted (1 edit) (+1)

Very cute little demo! I'd definitely like to see this develop more over time. The one thing I will say is, I hadn't realized the range of the stopwatch was so short? But conceptually, I actually really like having to be near the platform to stop it. There's a lot of interesting platformer potential with that. Something to maybe consider would be to have a little circle effect that shows the radius on use, while also just being a cool visual cue to show you activated it. Also, I thought the text was really fun TBH and the ending actually got me. Neat game, and I'm looking forward to how you might update it!

Submitted(+1)

I highly recommend against putting any real-time mechanics on "e". If the game had used the arrow keys, that'd be in a seemingly random spot on the keyboard. Since the game uses wasd, it's a really awkward button to press in the middle of a jump. Usually that'd be pressed with the index finger, but only because game characters usually don't need to move left or sidestep while interacting with static objects.

Also more generally, if the full game is going to have more such mechanics, I'd recommend at least having the option to use the arrow keys instead. That frees up the letter keys for more stuff that doesn't need to be pressed at the same time. (the other alternative, wasd + jk, etc. doesn't work on all keyboards)

Also, in-game text is only unprofessional if it's not given any thought to how it's displayed. I think there's a lot of games that could use more of it. In this case, it's a jam so not really a thing to worry about, but otherwise a simple wooden sign sprite behind the text would be enough in my opinion.

Submitted(+1)

The visuals are nice and interesting. It was a bit hard to understand how the time-stop works but I managed to get the hang of it.