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A jam submission

HoloManeView game page

Submitted by Qhrono (@Qhronoboros), less549 — 6 seconds before the deadline
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HoloMane's itch.io page

Results

CriteriaRankScore*Raw Score
References#283.3243.444
Innovation#363.2523.370
Gameplay#452.8953.000
Overall#523.0093.119
Theme#542.6802.778
Ambience#552.8953.000

Ranked from 27 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)

Truely being Mane-chan is hard work! I like the cute art style this game has and the mini-game that features as her activity it make me wish for more type for each one! My nit pick is I thought time is stuck at Day 1 one its actually progresses, I just didn't realized it until I lose the game, so I think it would be nice if there's somekind of time indicator.

That being said, cute and smol game! 

Submitted(+2)

I appear to be fairly bad at this game. I made it to day four or five I think? Being Mane-chan isn't easy I suppose. The art is simple and cute. The mini-games are cute.
I just feel like I need an auto-clicker to complete it. 

This is so sad. I love Kiara and I let her down.
Really though, it's a cute little entry. Nice work.

Developer

Thanks for playing! Being a Mane-san isn't easy indeed! It ended up being a little more hard that we intended, I lose sometimes too, but I'm glad that you enjoyed our entry regardless o/

Submitted(+2)

I think I got lucky, except for spamming sleep when needed I could kind of do whatever and coasted through. Love the concept and mini games, counting sheep and clicking the superchats were my favorite two. The clicking one aside, the others had some fun variety and good streaming themes, would love to see the rest you guys had planned.

Developer

Thanks for playing! And thanks for the feedback, I'm glad you enjoy it!

I'm hoping to keep working on making some games on the future o7

Submitted (2 edits) (+2)

Simple and fun. I like the simplicity of the art direction, and gameplay is pretty satisfying once I started getting used to it.
I noticed comments mentioning confusing UI. I think visually it looks fine, but the confusion sets in when I am trying to manage the bars, since bars have different goals (upper 2 must not be filled, and bottom 2 must be filled).
Appreciate the color coded text on the effects of each action (green = good, red = bad), but when the game gets hectic, my single braincell just and uses the +/- sign as reference for good/bad.
Maybe what you can try doing is to keep all bars consistently negative/positive. Name the bars with "Stress", "Workload", "Fatigue", "Lonesomeness" for example, and the goal is to try to keep all the bars empty. This way, all labels with + will be bad and all - will be good.
Good job! Thanks for making this!

Developer

Thanks for playing! It was my first time doing some sprites so I'm glad you enjoy it!
And thanks for the feedback, making all of the bars either positive or negative would have indeed make it easier to understand, I'll keep it in mind next time I have to make some nice understandable UI o7

Submitted(+2)

I liked this. It was very cute trying to prevent Kiara from getting corrupted through stress and wprkload.  It could definitly help to have more mini games, but there are already so many so it's not really an issue. The Kiara art is very cute too. Good job!

Developer(+1)

Thanks for playing! and thanks for the feedback!I wish we had enough time to add every minigame that we planned, but I'm glad that the game can still be enjoyed on this state o/

Submitted(+2)

I didn't think the UI was a problem for this game, although I did come into it knowing it was based on Tamagotchis, so that might have been why. I'm not a huge fan of spam clicking, but the other minigames you had for the activities were really nice. It was very fun! Although I ended up not doing any online activity things to focus on stamina and stress and workload lol.

Developer

Hey thx for playing!

Yeah it may have been better to give the placeholder mini-game a bit of variety by changing it up, if we had a bit more time of course.
And yeah, keeping the gauges/bars low is a struggle lol.

Developer

Thanks for playing! Sadly the time wasn't enough to add a minigame to each option so they end up with a placeholder spam clicking.
Thanks for your feedback, I'm glad you had fun o/

Submitted(+2)

The UI was a bit confusing for me, but besides that, it was a nice comfy game :)!

It's like taking care of a Tamagotchi Kirara :D

Developer

Thanks for playing! Tamagotchi was definitly an inspiration for the project! And thanks for the feedback on the UI o/

Jam Judge(+2)

The game is fun after a while, but at first is very confusing as the UI does not help understand what's going on and how each minigame affects each bar.

Suggestion: Display both the icon and name for each of the bars in the main screen and when showing the +++ or --- for each minigame, so that the player can easily correlate them.

I managed to reach day 7 but unfortunately was too slow on some minigames (I'm not a fan of clicking as fast as possible as it hurts my hand) and the stress level exploded.

Suggestion: Include some interesting info in the game over screen such as: the day the player reached, how much "time" Kiara spent in each kind of activity (singing, recording, paperwork, etc.), maybe like a pie chart? And maybe some tips for the player to improve if they failed.

Overall, nice game.

Developer

Hey, thanks for playing!

Yeah the UI has been a bit of an issue from looking at the comments, we're planning on fixing most of it before the end of the grace period.
For the mini-game placeholder game, after thinking about it. I think it would've been better to add a bit more variety than just mashing left mouse button. Maybe a small game where you have to hit certain keys in a specific order or Osu style spin your mouse around the centerpoint of the screen. It would've been a bit better than only playing the mini-game where you're breaking your index finger on your mouse constantly.

Adding more info for the player after winning/losing was honestly an aspect I forgot about. Don't know if it would be allowed to add extra content there within the grace period, will probably ask in the Discord about it.

Thanks for the feedback!

Developer

Thanks for playing! And thanks for the feedback! I do agree that the UI needed extra work to make it understandable for the players, the correlation between screens is a good point.

The interesting info could be a nice end card to reward the player for  their effort too. I don't know if we can add it on the grace period from the Jam, but I'll definitely take it into account for future projects.

I'll do my best to improve on giving the players info they need and feedback they deserve o7

Submitted(+2)

A bit too hard IMO, but still quite fun!

Developer

Thanks for playing! And yeah, the difficulty is kinda hard, but I'm happy you got to have fun o/

Submitted(+2)

Nice little management game featuring Tenchou! I like the addition of different minigames for various activities. However, the difficulty increases quite steeply after each attempt. Counting 50 sheep is quite time-consuming. The stress and other gauges also deplete during minigames, so the refill rate might not be sufficient. I suggest pausing gauge depletion while players are in a minigame.

The UI feels a bit inconsistent and was confusing at first—white bars indicate good levels for stress and workload, but are negative for stamina and activity. Adding labels to identify each bar would help first-time players. Additionally, the location and icon of the return button change across different menus, which can be disorienting.

Developer (1 edit)

Hey, thx for playing!

Yeah the difficulty increase was intentional. With every day taking up a minute with a maximum of 7 days, the difficulty ramps up quick. We could've made the days longer, but I figured with the small amount of mini-games we had, the overall gameplay would've gotten stale. I do agree that counting 50 sheep is a bit too much though.

When it comes to the gauges depleting during mini-games, it was also intentional. The player's goal is to finish the mini-games as fast as possible, because it is supposed to be a stressful game (like what the phoenix in the game is experiencing).
And yeah, there are two mini-games where the player does not have control over the duration of the given mini-game, oops. One of them (clicking super chats) can be changed to where the player does have control. The other one (counting sheep) I would keep the same, but have another option to gain the stamina stat, a snacking mini-game. Where the player has the option to pick the faster snacking mini-game, where they have control over the duration of it, but have a lower overall stat gain. And a slower option the counting sheep game, where they don't have control, but are able to get a higher stat gain if they do it right (or gamble). That would allow the player to have a more interesting experience than just counting sheep and mashing left mouse button. I wish we had more time for the other mini-games. :(

For the UI, I do agree on all those points that you made.

Also sorry for my rambling, I just get a bit invested when it comes to game design.

Submitted(+1)

Not at all! It’s really interesting to hear the thought process behind the scenes, so keep it up!

Developer

Thanks for playing! And thanks for the feedback! I do wish I had a little more time to make the game more understandable for first time players, but you are right that some small things like making different background color for the decreasing and increasing bars and adding some labels would have helped.

I'll take this feedback with me and make sure to consider it on the future o7

Submitted(+2)

I loved the minigames. and the management system was really well done. Like a mini sims. Great game.

Developer(+1)

Thanks for playing!
I wish we had more time to add more mini-games to give the player more interesting options when it comes to managing the stats, but alas.

Developer

Thanks for playing! I'm happy you enjoyed it  o/