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A jam submission

Holo: Live or DeathView game page

This mini game project is mainly for the Hololive game jam #7
Submitted by Rico_Niceday — 2 days, 14 hours before the deadline
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Holo: Live or Death's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#243.4043.650
Gameplay#343.2173.450
Overall#433.0213.240
References / Humor#552.8443.050
Theme#572.8913.100
Ambience#712.7512.950

Ranked from 20 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)

It was fun playing this game; that little bit of strategy involved in playing your cards with the idols seemed interesting to me.

Developer

Thank you for playing and for the likes! :D

Submitted(+1)

OK this game got me more than I was expecting. I love that the various metas are tied to known Holo pairs/groups.  Took a bit of thinking and experimenting but I got the hang of it. Excellent work! 

Developer

Thanks for playing and for the feedback! :D

Submitted(+1)

Nice game! A couple playthroughs in I started learning the mechanics where there are two main builds to focus on. Cute game- I liked the randomization aspect of rerolling for the build I wanted!

Developer(+1)

Thank you for playing and for the likes! :D

Submitted(+1)

Interesting deck building-esque game! I am not sure if I really understood most mechanics really work, but it was fun regardless

Developer

Thank you for playing and for the likes! :D

Jam Judge(+1)

Interesting strategy game.

I enjoyed the game once I understood the mechanics and ignored my PC fan spinning like a helicopter.

It was very hard to get the required pop in the last day with the Bae/IRyS/Sana strategy. Meanwhile, using Laplus/Koyori/Lui made it really easy, by a large margin.

It's not clear what happens to the idols once you reach 20/20 and select a new one. Do they get added off-screen? Does someone get replaced? Which one? Is it random? Is it the oldest one?

Some improvement suggestions:

- Needs better explanation how to play. The goals and game mechanics in general are not explained to the player, not in the game nor in the game's itch page.

- Somehow the game uses a lot of CPU power during the first few minutes.

- For a mostly 2D game I suggest selecting a lighter game engine, like Godot. Unreal was pulling a lot of CPU power and spinning my PC fans for a relatively simple game. 

- I didn't check, but it's possible the game was running with uncapped FPS? Consider turning on V-Sync and setting a FPS cap if the game doesn't need high speed reactions.

- Unique sound effects when each talent's skill activates would help improve the ambience a lot!

Good game.

Developer

Thank you for playing and for the likes! :D

Developer

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.

Submitted(+1)

I've only played a little bit of this genre, with Dog and Goblin, and I'll be honest, it never really clicked with me.


Which is why I want to say that I really enjoyed this take on it! It was simple enough to actually learn the mechanics and not have to worry about crazy interactions and synergies to try to meet the deadline - though it did take a couple of tries to learn which characters would combo with one another well enough to carry into the last deadline.


I think some SFX would really crank this up, they're normally a big hook in these combo building games, since they help activate dopamine receptors or some other human psychology mumbo jumbo.


I would also consider letting the player select an idol to see their active affects when viewing the board, so you can plan what to try to grab in the next idol phase, and maybe you could even display stats for idols that have resources, like Koyori's progress towards next inspiration, or Gura's pop modifiers from eating, etc.

That might be harder to get working, but I think it would help a lot.


Overall though, really great submission, and it sounds like you're looking to keep working on it after the judging period, so I'm looking forward to seeing the updates, great work!

Developer(+1)

Thank you for playing and for the likes! :D

Developer(+1)

That’s great advice, and it lines up well with what I’d like to improve next. I’m planning to add a hover/select feature that shows a small info panel for talents on-board, which should make planning future picks much clearer. Luckily, some of these updates shouldn’t be too hard to add, since I already have the core data structures in place.

As for audio feedback, I’m still figuring out how to find suitable assets for each talent.

Submitted(+1)

Really fun game, you managed to capture the gameplay of Cat God Ranch. When their abilities activate, you could add a voice line to add more to the audio.

Developer

Thank you for playing and for the likes! :D

Submitted(+1)

I adore tycoons, and while this isn't exactly that technically, it hit the same beats from those games that I love-- needless to say, *huge* fan of this one. It took me a second to realize what I was doing, but I ended up actually beating my first run no problem (Glory to Baerys And Also Sana Helped Too)

But honestly, I think every holo member you included had really fun abilities and all felt like they had an actual role in the gameplay loop. Picking between them was a genuine choice each time I took them, and TBH I actually was getting worried I would lose because of poor Botan management. I think the *one* thing I would've wanted was a bit more visual or audible feedback on what I was doing, definitely to help tell where the idols were moving and such, but I figured it out regardless. Very relaxing, and I'd really love to see more from this!

Developer

Thank you for playing and for the likes! :D

Developer

And thanks a lot for the feedback!
I’d love to add more visual and audio feedback, as well as clearer guidance, in future updates.  Because of the limited time during the game jam, this version is basically everything I could manage to cook within the deadline.

Submitted(+1)

It's my first time playing one of these kinds of incremental games.  Seems like a very interesting kind of game!

Now, admittedly, I was a bit confused at first what was the goal. I didn't realize, at first, I was supposed to get more Pop. There were also a good amount of key terms that I didn't quite know what they did, mechanically, at first.  But in the end, just playing through eventually got me exposed to everything and a few runs later, I was able to succeed stage 4, requiring that pop of 1000.

And for me, once I got past that confusion, I suddenly found myself playing a few more rounds.  This is definitely the kind of game that I can see myself getting addicted to playing.  Although I don't know how other games in this sort of genre/style of games are, I do think that feeling that addictive quality in this game is a good sign about the implementation of it.

If this were to get more updates, I'd definitely be down to try some more. But even if this'll be all, what I did play was a good time~

Developer(+1)

Thank you for playing and for the likes! :D

Submitted(+1)

So, I reached 1000 with the inspiration mechanic, but I can't tell if it's possible with the eating mechanic or sana's and bae's abilities.

Developer

Thank you for playing and likes.   :D

With a bit of luck, the combo of Sana and Botan can definitely reach the Pop goal.

Submitted

Fantastic work, the icons are nice, and the gameplay is really satisfying.  It took me a bit to understand how it played, even having watched Luck Be a Landlord, but once I did it was fun to experiment with combos and figure out how to get a high score.  Great job.

Developer

Thank you for playing and likes.   :D

Submitted(+1)

I like this sort of rough like. I never played games like this. I would like more control something like TFT where I can sort characters to do something. Overall simple and relaxing. 

Developer

Thank you for playing and likes.   :D

Submitted(+1)

Very relaxing incremental game. As someone who has not played the games this was inspired by, it was a little hard to understand what was happening at first, but eventually I got around to having fun with the different combos and synergies of the talents. I thought it was cute how the relationships of the talents were reflected in their synergistic abilities like Gura and Ame / Bae and IRyS. It would be cool to have some more feedback like sounds and effects to keep track of everything but all in all it was an engaging and bug-free experience!

Developer (1 edit) (+1)

Thank you for playing and likes.   :D

Developer(+1)

And thanks a lot for the feedback!
I’d love to add more in-game feedback, as well as clearer guidance and reactions, in future updates.

Sadly, due to the limited time, this version is basically everything I could manage to cook within the deadline—but I’d love to explore it further after the jam.