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Just Punch (Hololive Fangame)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Ambience | #8 | 4.192 | 4.192 |
Gameplay | #11 | 3.654 | 3.654 |
Overall | #12 | 3.600 | 3.600 |
References | #15 | 3.654 | 3.654 |
Theme | #16 | 3.269 | 3.269 |
Innovation | #17 | 3.231 | 3.231 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Super solid platformer! Love the animations and the bounce you put on Gigi's hair. Think I ran into an input issue with the sprint button when hitting tab to turn off the filter. Probably tabbed out of the game in the browser or something
Cute and clean take on our gremlin! A classic formula that reminds me of my old days playing the likes of Banjo-Kazooie and friends. Took me a second to figure out you could run with right-click, would be good to have a prompt somewhere for that... simple as it is, I love how silly she looks when she runs too!
Some of the rock hitboxes are a little odd (I managed to clip inside of a rock and then burst out of it like a certain moai kyun, which was sick). I found you could use the dirt part of the dirt-grass terrain and the rock mesh chunks after-break to gain some sweet movement tech! I did dig the little tune, and Shiori's rather funky note to Nerissa about the new entries and the MocoJohn. Beyond that though, I was wishing for more from a gameplay perspective after some time chasing down rocks... I feel like there is a good amount you could do to amp up the player factor!
I also really liked the movement control, I thought it was snappy and responsive, and gives the player a bit of a skill curve if they're looking to optimize their moves. Could definitely picture you building a whole series of levels about chasing the Advent gang down with this base! In all, a solid effort for a staple level concept and core -- thank you for submitting! 🙇♂️
Thank you for the feedback. There is a lot of room for improvement, and I plan to make some enhancements after the jam. The current state of the game is quite bare-bones, and a lot of interesting feedback can be applied. Thank you again for organizing the jam. I'm also looking forward to the next one. :)
better be there >:D
Fun game. Good PS1 aesthetic and nice sound design.
I wish some of the tricky to get boulders (the ones that require you climb and do some platforming) actually gave something. It was disappointing putting in all that work and coming back empty handed.
I also almost gave up after 10 minutes when I had 9 keys and couldn't figure out where the last one was. Took me another 10 minutes to find and get it (and it required me to climb back up a second time because I fell when trying to catch the key).
I didn't know there was a sprint key. I only found out now after reading comments.
I have no idea how to get ending 1. XD
Would be nice to have a button to return to title after getting an ending. After I got ending 2 it just stayed there and I had to force refresh to give the game another try.
Additionally, a sound cue when finding a key would be useful. I found out I had left behind one key after I circled around from a different part of the map. Apparently too much rock debris hid it from view.
Oh and I clipped through geometry in one of the small hills on a side. It really didn't lead anywhere but I tried climbing anyway and fell through. XD
Thank you for playing. To be honest, this is still far from a playable game. Most objects are randomly placed or generated by shaders. I plan to make some improvements after the jam. Thank you again.
Really solid mechanics and aesthetic for the timeframe. The running and jumping feel pretty good, main points of improvement come in time saving and such. A larger hitbox on the keys would make them easier to pick up (especially the one or two you have to really jump for), a sound when a key appears so you don't miss it in the debris, and maybe just a little bit of an indicator of where to look (or not look).
Small animation thing for the running, if the arms lead the legs by a bit it'll look more convincing
Big points for the main menu leading right into the game, that's always so fun
Also being able to immediately adjust the volume is very welcome
Good attempt at capturing the retro feel with the CRT filter and 8-bit bgm. Good humor on the endings too.
About gameplay, realistically I felt the current setting (map size + rock amount + movement speed) doesn't contian enough stimulations to retain player interest after about 5 minutes. Either that or it's my attention span these days are deteriorating into zoomer levels. Enjoyment levels fall quickly when the player starts to feel stuck on the final 1~2 keys.
Would suggest more meaningful finds in rocks. Can be power ups, or more notes to read, or radar that detects keyitems when close by, or simply a mini-map showing remaining rocks, anything to tell the player that breaking the wrong rock is still meaningful gameplay.
Also the speed difference between run and 4-leg sprint can be more apart to show the difference more clearly. A toggle press instead of hold would also be an user-friendly improvement.
Good attempt at capturing the retro feel with the CRT filter and 8-bit bgm.
About gameplay, realistically I felt the current setting (map size + rock amount + movement speed) doesn't contian enough stimulations to retain player interest after about 5 minutes. Either that or it's my attention span these days are deteriorating into zoomer levels.
Would suggest more meaningful finds in rocks. Can be power ups, or more notes to read, radar that detects keyitems when close by, or simply a mini-map showing remaining rocks, anything to tell the player that breaking the wrong rock is still meaningful gameplay.
Really nice game! Even though at the End it felt more like a running simulator trying to find the last rock. Some Places are only reachable from above which made it quite annoying running to the top multiple times for 1 rock which didnt contain a key. But its fun just smashing everything in your way with gigi!
This is really polished with a really nice-feeling moveset, but I do have a couple of gripes with the level design. The sheer size of the map leads to a lot of running around, especially towards the end when you have to look for the final few rocks if you missed any. Having to drop off high places to get to certain areas also means repeatedly having to run back to and scale that same high place , which leads to further repetition. In tandem it makes the level design feel like a lot of filler, and I would have appreciated a smaller and more dense level instead. That's really the only problems I had though, everything else is great!
Thank you for trying it out. The gameplay loop is quite bare-bones here. I intended for players to rage quit and discover Ending 1, but I underestimated their playstyles. So, the game feels repetitive and boring.
Anyway, appreciate the feedback. I see more room for improvement now.
Very satisfying demo. Reminds me of Sonic Utopia a little. Effects, movement, controls are great. No collision errors
Thank you for trying out the game. As you mentioned, I aim to capture the feel of those classic games. The color scheme, with blue skies, green ground, and brown patterned cliffs.
Controls and movement felt shockingly good for a game jam game. Punching was also very satisfying. That's quite impressive as it can take a lot to get that right.
There are also a few things I thought were quite cool in this game. For instance, I think what you did in the Title screen where you punch the rock to start is actually really clever. It's both a "tutorial" and a cool intro that reminds me of old arcade games.
There are however... SO MANY ROCKS. There was stuck at 9 rocks for a very long time, and there were a few moments where I saw some rocks in tricky to get to locations and was like "Ah! So that's the one the devs wanted me to get to." I had a few "platformer puzzle" type moments where I would try to figure out how to get to that rock... only for it to be empty.
I think some indication of where the necessary key rocks are could help. Maybe a little glow or slight change of color. Or... another option could be just putting more keys. Since figuring out how to get to some of the tricky rocks is actually pretty fun. It feels like you guys put a lot of thought into some of the paths to these tricky rocks. It's just that finding out the rock is empty is kind of disappointing.
Thank you for playing and for all your suggestions. I agree that the gameplay loop needs improvement, and the random key spawns can be counterproductive to the platform puzzle rewards. I will make improvements around that for sure. Thank you again.
I liked it, movement felt good. I did manage to platform up and fall through the level geometry and get stuck though. I found that the level was large enough that breaking all the rocks felt a bit repetitive, maybe sign posting that a key is roughly in the area would make it a little more streamlined without removing the need to punch a bunch of rocks.
Thank you for your feedback. The level design definitely needs improvement. The idea of adding signposts to indicate key locations is interesting.
Funny and fun game. I accidentally found Ending 1 first and got confused. Then I spent almost 30 mins on Ending 2 because I punched every rock and was stuck at 9, and apparently I had just forgotten to pick up the key from one of the platforms at the very tippy top XD Overall great idea, just needs a bit more polish with the controls, and maybe the textures (I know you're going for a low poly style, but it would still be nice to see at least a semblance of properly aligned textures to reduce the egregious stretching like in the longer polys).
If you ever have plans of revisiting this, I'd love to see it fleshed out into a proper old school PS1-type action platformer like Croc or Spyro. Would be super dope. I love Gigi <3
Thank you for your feedback. I agree that the level design and texture stretching need more polish. I'm glad you enjoyed the game and found Ending 1! :)
I'm really excited to see how Justice will establish their lore and content XD
Really fun and intuitive controls. enjoyed moving around a punching. Controls were great.
But the camera control didn't seem perfect. It would slightly move whenever i had the mouse stationary. Made me a lil dizzy, and I love the CRT effect but paired with a spinning camera just too disjarring. Still loved it.
Thank you for playing. I agree, the camera issue is annoying and I will look into fixing that.
I liked it! The movement feels good, though it would probably be more satisfying if you could punch without letting go of the sprint button. I see a lot of potential for fun platforming movement to be added, like airdash punches, downwards punch (stomp) attacks, maybe even a grappling hook using her tail. If you keep working on it, I could see this becoming a fun retro 3D platformer! One other small thing: maybe consider removing player collision on the rock pieces after you break them, as it can feel a bit janky getting stuck on them.
Thank you for the feedback. I agree, there is definitely room for improvement in the movement. A rock collision might need to be fixed. Thank you again.
Really enjoyed this retro style and feel of this game! It's fun to see the HoloJustice members already getting fangames this fast. Plus, the controls feel really good to play with and it was also fun to punch the boulders.
Thank you for playing! I was also surprised to find a Hololive Justice model by pyrox3ne so quickly. His work is truly impressive.
Punching stuff as Gigi is pretty fun and satisfying! It gets a bit tiring to hold the sprint button for so long, a toggle for it would be nice, and some rocks are floating above the ground.
Thank you for playing and for your feedback. I will look into adding a sprint toggle and fixing those floating rocks for sure in the next build. Thank you again.