I love this so much! Who knew making a game could be so easy? The BGM makes the HoloJam feel so cozy as well, it almost makes me want to do another one! Amazing work!
Irvinexcq
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Haha, yeah I'm a sucker for subtle storytelling so the lore blurbs really caught my eye. Also, I think I figured out why it felt like there were invisible walls in the boss fight. For some reason when I first load in, I'm unable to go more than a few pixels left right or downwards (ASD), as if I was locked in a small box. I'm guessing this has something to do with triggering the start of the boss fight, since Kronii only starts fighting once I move upward. Once the fight starts, there's nothing blocking that area I started in, which is probably what made it feel like there was an invisible area in the start.
Super fun game! The flavor text in the upgrades is also a nice touch. Not sure if I was getting stuck on something but it felt like the boss room had some invisible walls? Also, would have been nice to be able to navigate the skill tree with WASD, but maybe I'm just too lazy to click around or move my hand to the arrow keys, haha.
Finally full cleared! Super fun concept and extremely well polished. The tutorials are especially well done and explain the gameplay really well. I also felt bad shooting the wisps until one of them blocked my dynamite shot, making me redo the level XD.
PS: I think I found a bug where if you put the dynamite on the furthest points on each side, they will trigger each other. Happened to me when I was trying level 9 specifically but I think it's probably just generic.
Sorry, that's just poor design/testing on my part :(. I tried to place the cheese such that even a minimal boost would move the stage high enough to get you to the next object, but I didn't have the time to test it thoroughly enough to ensure it would do that for all cases, and there are definitely some edge cases since it's all physics based. Trying to get an ENCore and dying to get the super boost is actually a really creative way to get around that though, but I definitely wasn't intending to subject anyone to that T.T
TIL Gigi I mean G-Pain would make a great horror game villain. Super well polished, amazing sound and visuals. Using the first question as a soft tutorial of the game mechanics is a really nice touch. The punishment games were quite challenging yet still felt doable. It took a while to get into the rhythm in the second part, but it was very satisfying once I got it.
The movement and combat, much like the dialogue, was extremely smooth and satisfying. The in game comms that don't interrupt gameplay reminded me a lot of the charming Starfox 64 quips. I had no clue that staying near Nerissa heals you, which made completing the game a lot harder. I just stood near the bottom of the map so that more enemies would spawn above me in my field of vision, making them easier to farm.
The bgm variations really made me tear up in parts T.T Going all the way back home with the double jump was also a nice touch. I got a bit confused at the part where the stalactite makes a hole in the ground and ended up making some loops back and forth, but trying not to get lost in the maze is part of the game after all, isn't it. Beautiful game, we'll miss the little brown owl.








