Even today, these seals haunts me...
Rarusel
Creator of
Recent community posts
This is very challenging. But I think it's because I'm so used to one side having the directional keys and other side for the actions (Example: Arrow Keys to the Movements and ASD Keys for Actions) But once I reached 1000 and found Shiori (not only her noises a bit and jumpscared me) but basically didn't made a time to react since I always reach there at almost 20% of time gauge.
BUT I LIKED THE GAME REGARDLESS! And... I can't believe you guys are actually going to make me hear Daydream lmao! I liked the remix but it's kinda odd, like... is the loop bugged?
Glad you enjoyed this! And yeah, prob on next Jam I'll also aim for another Holostars project! The game's very unstable so I haven't got the point I did a proper balancing, some enemies still have the placeholder attacks and the boss fights were also overwhelming by the players who haven't played this kind of game and the panels for the battle wasn't supposed to be other state than normal! So after this jam, this game will be re-overhauled! Once again, thanks for the valid feedback!
One thing I wanted to do is add some animations to Altare, because indeed some spells and (specially) weapons have endlag! So it's really odd to see only a static sprite and not see the endlag. But it's pretty valid point! And, this game is still very far from what I've wanted to accomplish but I'm glad you liked the scratches of it! I'm doing a major overhaul of this game post this jam!
Another valid criticism and points to note + Yay! You know BN and OSFE!
By looking at this, yeah! The delay is kinda long between the abilities, but that wasn't on plans since originally you would recharge after using your abilities. But in this version, there's no delay between using your Abilities to a Weapon so you can combo with for example: A Wind Racket into a Pistol Saber! Also, OSFE was 4x4 iirc. This project is still pretty scuffed but these points you noticed always gets a smile in my face! I'll aim for continuing and tuning the project since (just like my prev jam game) I liked doing this but there's always an unfortunate situation that messes my scheduling and it derseves a purposed version!
And... yea, I kinda have the same issue with OSFE when I have a deck with too many abilities.
I think the only thing I've wanted to point is after clearing the mini-game, the timer still clocks until the transition! So when I was at low seconds, I WAS TREMBLING FOR MY LIFE LOL! But in the end I got promoted on my second run at this same scenario! I LOVED the minigames (only Cecilia's minigame I still need to figure out, I can do it!). Great job!👏🏼
I'll say, there's actually small but a good number of strategies you can do here! Specially at some boss fights! For example: Take advantage of Thunder Rain since it paralyzes enemies and you can use and charge your weapon! Light Barrier, Defence Potions and Invisible Potions will help to avoid most damage! Offense Potion will make some battles even faster! Unfortunately this game is still clunky and not on a finishing ground (as the battle system I've based is INDEED complex at first sight), but I'm still trying to tune it down and making it not too simple but not too complicated! A lot of balancing stuff that I've wanted to implement wasn't brought in time, but it's still playable at the limit. So yea, there's no much I can do right now until the jam end.
Yeah, there's like... A LOT OF FEATURES that was cut. Like the deck customization, Nature attacks, small missions, the bosses for Volcano and Temple (and this biome itself) and the playable tutorial! Once this jam's over, imma re-overhaul this project! So if you're still interested to see this, I'll be sayin' this in advance!
I think I know what it was, I left a command to turn around by pressing D! So you can turn left or right anytime in battle, which was purposed to be at battles with neutral area! And yeah, I was in a bit of rush due to health issues so I couldn't bring most stuff like lore, weapons and even some balance to the mechanics in time. But I'm glad you like it, future updates will fix this!
Did you also checked the other abilities in the Pause Menu? I should have stated that in the tutorial as well!
But yeah! The elemental order is a thing here: Water overtakes Fire, Fire overtakes Nature, Nature overtakes Electricity and Electricity beats Water.
A shame I haven't did any Nature-element related in time here!
But I'm glad you enjoyed this prototype!
I liked the music and the sprites! The same however is quite fragile since it was quite difficulty to me to climb that level due to the detection of the hitboxes and offsets and a huge cooldown of attacking! Also sometimes the damage gets "delayed", and suddenly without noticing my HP drops by nowhere! But in overall, I liked it!
I was aiming to do the gravity effect like the original Match 3 games, but yeah, I didnt make it in time plus the coding was pretty fragile and I was rushing as I only got myself to pack it up! As well the rngs for the generation of the Opponent and the Hazard Tokens. But I'm glad you enjoyed this unfinished game regardless! A final update to this game is in this way to show the gravity effect, the other 3 endings left and the better gameplay explanation with the tutorial! I really appreciate it! It's my first time I'm releasing my own jam game!



