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A jam submission

[HoloJam #7] Super Shiori SunshineView game page

3D platformer inspired by Super Mario Sunshine and join Shiori Novella as she use the ink explosion to save the island!
Submitted by Ai Nonymous (@ai_nonymous) — 2 hours, 13 minutes before the deadline
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[HoloJam #7] Super Shiori Sunshine's itch.io page

Results

CriteriaRankScore*Raw Score
References / Humor#413.1743.174
Ambience#423.3913.391
Innovation#542.7392.739
Overall#642.7832.783
Gameplay#692.5222.522
Theme#952.0872.087

Ranked from 23 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 game can be entertaining, although it can get quite chaotic because it's difficult to accurately calculate how the projectile will launch. You'll get the hang of it as you play, but it's still something that should be fixed to make the experience smoother.

Submitted(+1)

The bomb mechanic was quite unreliable as it would cause Shiori to fly in random directions. The mechanic had all sorts of bugs which affects the gameplay but I'm sure the gameplay will be better once its all fixed.

Submitted (2 edits) (+1)

On my first few minutes I fell through the floor a bunch of times, accidentally sequence-broke to the boss sequence locking myself out of all but the first level that I entered, and later watching other people’s playthroughs I also realized zero of shines that I had got thus far were with the intended solution. These are all points in favor.

Definitely among my favourites in the jam, I could play this for hours.

I like that it plays closer to the ecosystem of PSX collectathons than actual SMS. Best of both worlds with Sunshine’s aesthetic.

Good options for movetech as well which is always important to keep it fresh.

Please, shorter bridges next time lol

Submitted(+1)

I liked the concept but didn't get too far (also, I was on a time limit with a borrowed laptop, so...).

I'm intrigued why you decided to use one of the most frustrating mechanics of Mario Sunshine for one of the levels... I didn't manage to go past the second toss, tbh.

The model was pretty good and the gameplay seemed good, but didn't get the chance to really try it.

Still, this jam is proof that you have what it takes to make a great game. Keep going!

Jam Judge (2 edits) (+1)

That's a pretty Shiori model.

I like that you can walk on top of the NPCs XD

The UI polish is nicely done.

I'm not a fan of "only up" type games so I only collected 2 of the 3 sunshine coins.


Some improvement suggestions:

- Shiori's position when entering a zone is not reset to the starting point, instead she's teleported to the last position was in. In my case, I fell to the void and the next time I went in, I was still falling for a while.

- Physics are kinda weird. If you jump near an obstacle, you slowly end up climbing it.

Good game!

Edit: I went back into the game to see what happened if I just waited for the storm without having collected all the sunshine coins and it let me go into the "boss fight".  I know it's unfinished, but it was funny going through that long long long looooong straight path to finally face the boss and have it end so quickly. Funny ending!

Developer

Oh you beat the final boss, I appreciate that haha! Thank you for playing my game!

Submitted(+1)

WOW, this is so awesome and fun! It seems that others had trouble with the physics but I think it's not bad, and got used to it pretty quickly. The barrel level did take a few attempts, but none of the levels were impossible which is good!

The music is amazing, the Shiori model is so good, the dialogues so cute and funny! Love the mayor's wife and gf.

Many thanks again for a Shiori game from this novelite!

Developer(+1)

Thanks for playing all the levels! Really appreciate that!

Submitted(+1)

Yeah, the physics jank made this hard to bear. But I think of it as a proof of concept that has a lot of potential. There's definitely things about it I know I could enjoy with the various flaws ironed out. The presentation really shines as well.

Submitted(+1)

This game looks nice and has interesting ideas, but none of the mechanics work well enough to be enjoyable. The basic launch is just too vertical, and the normal jump feels like it's only there to solve what in any other game would be automatic stair detection. I stopped when I got to the level with the "chucksters" (or I think that's what it said? the text was hard to read). I got sick of being flung too far off from the the destination, and I especially didn't appreciate the barrels screwing withe the normal launching.

Submitted(+1)

I liked the super mario sunshine theming of this. The physics is really janky though as I couldn't consistently do the boosted jump and the camera sensitivity is way too high. I tried adjusting it in the settings, but it made it go backwards or stop working, so I had to live with that. I found out that to do the super jump consistently, I had to jump first, then fire immediately after for it to work. However, this would still fail sometimes or I get launched in a different direction. The barrel level was the hardest due to getting flung in a different direction than intended or not going far enough to make it onto the barrels. Good job putting this together.

Submitted (1 edit) (+1)

Excellent submission!


Might be nostalgia tinted, but SSS is the mario game I grew up playing, so seeing a project based off that was actually crazy! And the vibes were spot on, you did a fantastic job in those regards!


The gameplay was fun, and honestly about as janky as the source material, if I'm being honest. Sometimes the FLUDD projectiles would shoot of in a random direction and launch me completely opposite of where I  wanted to go, but I still think it was a lot of fun to twist the mechanics around a bit from SSS itself. 


Shiori was animated really well, not sure if those were animations made by you or just grabbed off  mixamo or something, but still.


I think the theme was a little weaker on this one - the looming time was a good way to twist it in, but maybe there could have been something else to encourage moving quickly through the levels as well, like rising.. erm.. "water" levels or something


But otherwise super solid submission, and hoping you can get the boss ironed out for us to play at some point, great work all around!


(Edited cause I didn't realize that it was actually all you as a solo dev until submitting - I had misread the credits ;-;
incredible work for going at it solo!)

Developer(+1)

Thank you very much! I really appreciate the comment!