Thank you for playing and for the likes! :D
Viewing post in Holo: Live or Death jam comments
First of all, sorry about the performance issues. I’ll look into reducing CPU and GPU usage first. Adding a proper main menu and separating data loading should already help reduce the heavy load at the start.
Regarding the talent mechanic you mentioned:
It’s actually fine for players to recruit more than 20 talents. At the start of each round, the game randomly selects up to 20 talents from the total pool and places them on the board. No talents are permanently replaced—they all remain in the pool, unless the player chooses to dismiss them or they are eaten.
I also agree that the game needs clearer explanations of its goals and mechanics, both in-game and on the itch page. That’s something I’d really like to improve in future updates.
As for audio feedback, I agree it would greatly improve the experience. I’m still figuring out how to find suitable sound assets for each talent, but it’s definitely on my list.
Lastly, I understand the concern about engine choice. Unreal is probably heavier than necessary for this project, but it’s the tool I’m most familiar with, and it works well for the 2.5D visuals I’d like to present.