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A jam submission

holoAces -MYTH-View game page

Hololive Fan Game Jam 5 Entry - Classic Arcade Vertical-Scrolling Shmup
Submitted by LazyPeacock
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holoAces -MYTH-'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#103.9004.200
References#133.9374.240
Theme#213.5283.800
Overall#243.5503.824
Ambience#313.6023.880
Innovation#522.7853.000

Ranked from 25 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)

Ooh, a bullet hell!  I love it!  Always a fan of Touhou games.  And it plays so smoothly, fantastic work!  I had a lot of fun with it!

The environment is rally cool looking and I really like the different areas, the corruption looks really good and I really like how it telegraphs the enemies too.

The secrets are really cool, too.  They're really well hidden, but sensible.  It would be really fun to explore and find them on my own in a larger game, it really does remind me of older games encouraging you to explore and experiment with everything to find the hidden secrets..

Great work, one of my favorites in this jam.  I'd love to see it continued!

Submitted(+1)

Woo this is already so fun; I beat it with both characters but didn't get into the nitty gritty with score yet. I like the different personalities to the two ships of course, and the enemies and boss already feel varied enough for a full stage.
The art and sfx are simple, but I think its clear how much positive impact they have on a two week jam project.
I like the corrupted effects, I'm curious if they're textures or just random pixels or what. That said, the entire boss fight being corrupted makes sense narratively, but isn't easy on the eyes and its not hard for bullets to get lost in the chaos. In fact, readability throughout could be a taaad better, maybe simply desaturating the bg or something to help make the bg and foreground elements a bit more distinct.
The hidden smols are fun, didn't find any naturally but got a couple after reading the manual, can easily picture myself hunting for these in a full version of this.

Developer

Glad to hear you enjoyed the game!

It's kind of wild how much impact even simple sfx can make. They add so much clarity that something is happening even if you can't see or understand exactly what.

You're not the first person to complain about the background corruption (it's a texture split into tiles that I sort of 'painted' over the terrain tile layer), and I can see I didn't go far enough with darkening and desaturating it to make it clear even with the enemy bullets outlined in white, so that's already planned to be reworked.

Jam Judge(+1)

I liked the well crafted enemy waves, variety of types and the boss fight!

I also liked that each character ship has a unique playstyle. The weapon upgrades felt nice too.

Having the screen texts change to German if you play as Kiara was a really nice touch!

The hidden characters are... very hidden XD. Without reading the manual it would be really hard to find them in regular play conditions.

Improvement suggestions:

- I think the sprites need a bit of work. They're great for a solo developer in a time constrained jam, but if you decide to expand/polish the game afterwards, this is a good place to focus on.

- The medals system needs to be explained better (and in the game, not in a text file). I got a poor score on my first clear and only managed to enter my initials on my second run when I went after the hidden characters after reading the manual spoilers. I didn't even clear the stage but got a high score lol

Good work!
Developer(+1)

Glad to hear you liked the game!

I really appreciate the compliment on my "artwork" since, as you have identified, I am very much not a trained sprite artist. (I've also been kicking myself for forgetting to include even a single visible explosion, it's practically genre sacrilege!) Any expansion to this project would definitely require outside help on that front, especially since the genre is so greatly defined by flashy visual effects.

As for the medal scoring mechanics, a brief on-screen explanation/demonstration would probably go a long way (but ultimately would have required a day or more beyond the jam timeframe to implement and refine). That, in conjunction with a gameplay UI widget that tracked the value of the next medal, and a visible callout when a medal is dropped, should probably be enough to communicate the mechanics to most players.

The hidden characters are indeed very hidden, and making them highly unlikely to be uncovered without intentional experimentation was by design, though I do think the last two (Ame and Calli) would benefit greatly from having a conspicuous (and literal) signpost like the other three (but again, time constraints). The fact that I could only manage one stage within the timeframe exacerbated the issue since there were as many secrets as there were types of trigger conditions, which meant the discovery of one secret doesn't really help the player figure out how to trigger the rest. In a more complete game the conspicuous signpost would highlight roughly where in the stage the secret was hidden, and the smol tracker UI widget would indicate the holomem whose reference hints at the trigger condition. Between that and knowledge of the types of trigger conditions (the five used in the first stage are the entire spread), players would (hopefully) have enough information to narrow down which of those trigger conditions should be used in that part of the stage to reveal each smol (though perhaps not always enough to immediately identify the exact condition on the first try).

Submitted(+1)

Pew Pew Pew! A nice short arcade shoot-em-up game! I love the little references you put inside the levels and the ship design and ability is interesting and distinct from one another (and the extra of changing the language when you pick Kiara is a nice touch)!

Its was a very fun experience and I would love to see more member ships if you planed to! 

Submitted(+1)

This is a fun shmup. It reminds me of the old ones like Xevious. It took me a couple of tries to beat it, but I was able to eventually with Gura.
I liked how you put in a reference to me with the "Braincells for sale. Limited to 1 per customer" lol

Submitted(+1)

Reminds me of Project Touhou. I like that you've made their weapons into spaceships, they look so cool! All the little secret smol characters you've hidden around are nice, and I've glad you've included a guide for finding them because I would probably not have been able to otherwise.
Kiara's warnings being in German are a nice nod to her and all, but I do wonder if it's more important that I know what the game is trying to tell me. (I guess the flashing red banner is already pretty clear that something bad is happening) 

I can't honestly think of much other criticism than that. I think you did really well!

Developer

I knew I was taking a bit of a risk with the German pop-ups, so I tried to hold back from changing anything that would be important during gameplay (like the score and lives display). I knew "Game Over" and "Stage Clear" were completely safe, and also did the boss warning message since it was more cosmetic than anything else (and there was no threat during its appearance). Maybe also changing the end of stage bonuses was pushing it, but I wrote those in the manual too.

I think you're the first person to mention reading it, actually...

Oh, I just noticed that the Jam Submission page for this game has its own download button, but doesn't show my desperate plea to read the manual first, and now I'm starting to wonder if nobody else did. I hope that hasn't affected my ratings too badly...

Submitted(+1)

This is a pretty enjoyable shmup. I couldn't finish it but I had fun grinding through it. I liked the references you put in the backgrounds as well. I think the main thing I would add is trails for enemy bullets to make them more clear, especially since the dark purple one blends into the background a lot. 

Submitted(+1)

Very enjoyable top-down shooter, and I like the arcade-style of the whole thing! I also like the finer details put into the references to the Myth holomems.

I'm not sure whether I like or dislike the corruption visuals, since while I do like how it resembles an arcade kill screen, it is also hard on the eyes in an already hectic experience (unless... that was the point?).

I found myself replaying this from time to time; It really scratches that itch for classic arcade games.

Developer(+1)

The current state of the corruption tileset is mostly due to painting myself into a corner within the limited timeframe. At first I wanted it to be mostly dark grey, but then when I started drawing enemies their black ended up being too hard to see. I tried adding outlines to the enemies but it didn't look great, so I brightened the corruption instead, and it ended up being green to help the purple bullets stand out more. I did lower the contrast and brightness a couple times, but I guess it only helped a little.

If I were to expand this project I'd get an actual artist to draw some enemies that aren't featureless black shapes so I could make the corruption mostly dark again, which would probably be much easier to look at.

Submitted(+1)

Very cool! Lots of fun little details.

Submitted(+1)

Nice little Shmup, sadly I'm bad at those so I couldn't finish it.
Maybe add a toggle for autoshoot so you don't have to press the shooting button all the time?

Developer

I've been giving autofire toggle a bit of thought on how to implement since I read this, especially since I don't want to add any sort of settings menu to the game at the moment. Additionally, autofire was already a last-minute addition due to a charge-shot function being cut very late, so if I end up implementing that later I'd need to move autofire to a separate input since both tap and hold would be taken up on the Shot button. I think the best solution would be to have a dedicated autofire key that would respond to a tap by toggling on/off, and a held input (>0.25 sec) would act as it currently does.

Submitted(+1)

Feels and plays like a classic, loved all the references in the background but especially enjoyed the warning sign being in the character's native language.

Submitted(+1)

A classic and fun game. I really liked the references and attention to detail like the German warnings.

Submitted(+1)

Plays really well as the game type that it sets out to be. Haven't played a shmup like this in a long time so it definitely put me on bit of a nostalgia trip haha. Good job!

Submitted(+1)

Cool throwback to arcade shmups! Love the "winner dont do drugs", the boss warning (in german when playing as kiara) and the "highscore" screens.
Game works really well and does indeed feels like a classic shmup game. Nice sprinkle of references here and there in the background as well.

Developer

I'm glad you liked the game! I was worried some of the silly non-reference things I included wouldn't land, but those fears seem to be unfounded.

I just pushed an update that fixes what bugs I could find, and slightly tweaks some things (including a minor scoring change), so it might be worth a quick second look.