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A jam submission

HoloChessView game page

Form teams of powerful Talents and fight the corrupted stage bosses
Submitted by AkihiroAka (@akihiroaka_) — 1 hour, 53 minutes before the deadline
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HoloChess's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#34.2814.357
Gameplay#44.2814.357
Overall#93.8253.893
References#104.0014.071
Theme#383.1583.214
Ambience#403.4043.464

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Really addicting gameplay! Not only can I imagine myself sinking hours into this game after a couple of updates, but I could very easily see this becoming a holo indie-published game too. The gameplay here works so well and feels really polished for what's currently available, plus the sound effects like the TF2 crits and the explosions cracked me up lmao

I was especially impressed to see what feels like all the talents in-game. In fact, the most difficult part was having to choose between my favorites (I felt so bad having to leave Sana and Kaela out of my team on my first run as I was gravitating towards this funky Gamers/Holotori/HoloX combo).

I did encounter a few issues while playing (I think the others have already reported most of these):

  • The right-click tooltips would stay on the screen after right-clicking a talent and it was finicky to have to right-click the character again to hide it, especially since other actions such as placing characters down or clicking outside wouldn't make the tooltip go away.
  • It felt weird trying to place characters down back on the unit bench as it felt like you had to click right above the spotc clicking on the spot itself didn't seem to work.

I'd definitely love to see more from this game in the future! :)

Submitted

Love this! Sprites and background are really well drawn. The gacha upgrading system really cranks up the addictive elements of this game.
I did encounter a bug where a new unit overlapped my badass old unit, and I can no longer deploy her (clicking on her just makes a invalid sound).
Also, I think it might be nice to add some elements that encourages trying out different units. Maybe just a random stage buff/debuff that applies to categories (eg. all fluffy units attack increase by 20% this round), and it warns me during character select screen so I can prepare for it.
Great job overall! Had alot of fun playing, thanks for making this!

Submitted

A satisfying game, the synergy system is fun and I like how many options there are, it feels very fun to play and build a powerful roster!  I do wish there was a way to hold units for later, so if I re-roll and see someone I want, I can save them for when I have money.  I just want to experiment with all the options and see all the synergies!

Submitted

This is simply amazing fun for me! The sprite are cute and the sound effects are pretty funni! My only nit pick is I do wish the units are actually place on the grid and some bug where my unit are disappearing at the later stages.

I could see myself playing this for hours, Amazing game!

Submitted

This game is awesome. This was my first time playing an auto-battler and had so much fun with it! Great work! Hope to see future updates!

Submitted

I really like this game. I think I'm gonna come back and play it more after I've tried all the jam games. I think it was so smart to put the AutoChess idea and Hololive together. You've replaced a bunch of generic characters that I couldn't be bothered to learn (Goblin, Witch, Paladin) with recognizable talents that I actually care about!

I'm definitely interested to see if the other synergies are a strong as blonde gets, I kind of just mowed everything down with ranged blonde units. I was sad to learn that Flare doesn't count a blonde unit, I assume for balancing reasons as they're already really strong. 

My only real complaint about it is the text is pretty hard to read for me. My vision is terrible, and the game is at a fixed resolution on my puny monitor. (The big one I'm used to broke yesterday.) So I'd love an option for bigger text. More a "nice to have" than a "must" for a game-jam though.
Oh, and I love what you did with FuwaMoco!

Jam Judge

Very fun autobattler.

I enjoyed the gacha aspect of rolling for new units, hoping for a higher rarity one or a dupe to upgrade my team.

The synergies are very nice (still haven't tried them all!) and those unique abilities in the higher rarity units have very cool animations (I love Calli's and Ina's)

I got Kaela in one of my rolls and it's a pity she was not implemented yet. XD

I hope you continue working on this gem of a game after the jam as there's a lot that can be done with so many characters and synergies, as well as more polish on the attack effects and such.

Oh yeah, I hope you also add some setting to make the screen larger (2x zoom for example) and volume controls.

Great game!

Developer(+1)

glad the gacha elements hit! definitely aiming to polish and add proper QOL for a future update (slowly) /o/
thanks for playing!!

Submitted

This is a really fun game! Is amazing how you were able to include so many characters, and all of her sprites look great, you could easily keep expanding this, since I feel that the gameplay loop is fun, and rewarding.
Aside of some bugs here and there, and balancing issues, which are totally expected considering the 2weeks jam, and the amount of content that is here, you did an amazing job.

Developer(+1)

thank you!! bugs and balance were a definitely doozy LOL will keep working on it /o/

The Battle System, Synergies, and the Cast! Kinda solid game! You guys did an amazing job!

There were some annoying bugs like these when i bought Fuwamoco and somehow they were in Fubuki's slot, preventing me to access them until the next round! 

But despite that! Really enjoyed the game! Also the sprites rocked!
Developer(+1)

glad you had fun!! looking into the bugs and will have them fixed in future updates o7

Host

You cooked wonders with this little auto-battler! It was pretty satisfying to navigate stages and mix/match lineups to discover all of the effects. Definitely keep cooking this, as I'd love to play a more polished version!

  • The game hooked me for a pretty solid amount of time start-to-finish in a similar way to how Super Auto Pets does, so that's a big plus!
  • I thought you did a good job with the ambience -- sounds for an early mockup are pretty good, music lines up with stage progression and bosses. Also really enjoy the pixel art style you've adopted for this, even if its an early proto-stage (the characters look great imo!) -- makes me curious to know what they'll all sound like in the end product >:)
  • Tooltips with numbers and an improved discovery system for synergies could be great UX improvements for knowing what effects the characters have and can buy!
  • You should add a settings menu in, so the player can adjust window / sound settings! It was a pretty tiny window for me...
  • I'm not super sure how well-balanced the character abilities are, as I found I was able to first-try clear the game via a frontline of fluffy warriors + Mio and Ame + Botan, and Calli right at the end (wishing Kaela had her stuff up 😭)... they had a ridiculous amount of sustain, but the fact that I had a very hard time deducing how (no concept for health pool size, attack damage / range, etc, since those numbers are hidden from the player except via bars) means that I wonder if there might be room for improvement in giving visible indicators / numbers to the player, if even on tooltip hover-over?
    • -> visible numbers for health, damage, stats do matter a lot, as this is a numbers-go-up sort of game! it satisfies the neuron...
  • What is the blue bar that increments for the idols? Is it some kind of ability charge bar? I noticed health pools would go up, but I couldn't exactly tell why / if it correlated... do you think something like a multi-page tutorial "deck" from a main menu could help get the player up to speed?
  • I did encounter only one bug during shop mode, which may have to do with how you're handling indexing in the "player hand"...
    • when I sold an idol and bought another, for that round only they would end up in the same slot as another idol, instead of the empty one... rendering that slot unselectable both here in shop, and in the battle phase (surprising! luckily scraped out both fights) -- which then reset to their normal order and became usable again the next shop/battle phase. odd!
  • I do wonder how you intend to expand on the stage progression and overall experience to make it more replayable! At the moment, I feel like I could play it a few more times to experiment with the different phases; but it does become pretty easy to rotate builds in later stages with the "economy" stacked up of existing idols you've bought...
    • and to me, there's something missing in the game core... something that exists somewhere in the following two observations:
    • 1) an ever-increasing difficulty curve that matches the potential builds one can divest (you don't see this in e.g. Super Auto Pets, because it is ranked multiplayer combat about finding the most broken build, so that challenge ramps up by itself; and if you fall behind, you lose... this is where a ton of the fun is for those players! it is likely possible to algorithmically scale the enemy pool for a stage (in health/damage output for enemies) to mimic that in this PvE context, based on current idol hand stats...)
    • 2) some system or means to ramp up the scaling potential and increase the potential mixes & matches for synergies beyond the idol traits -- this could be a misguided observation, but I do wonder what exactly is missing here... food for thought, at least!

Beyond the blast of feedback for you here to take or pick apart or reject as you'd like, I had a blast playing it! Thank you very much for submitting to the bakery 🙇‍♂️

Developer(+1)

thank you for hosting the jam LOL was a rly fun experience 
appreciate the well written feedback, will aim to add most of the QOL/clarity into future updates (especially a multi-page info menu) and think bout stuff moving forward o7

Submitted

Really cool concept for the game! I wander how you managed to think of whole auto-chess system in this short period of time. Although I am not very good in this kind of games i managed to buy random hololive members and managed to only loose once with spamming short-range dps at one place brawlers in from and rest in the back. Also i didn't get until a bit of time the idea of synergies, I think this could be a bit more specified, maybe something like in tft? I also had a problem that i couldn't maximise the game, which kind of sucked because i couldn't read or see some of stuff. 

From the minor things, I found that i can't put back a character once i pick it up, I either need to place it in different spot or place in on the field, and you can add fade in/out on the music so that there isn't such hard transition. But I overall really liked it! 

Developer

happy to hear! will definitely work on improving the clarity and information UI, as well as proper settings for adjusting volume and screen rez o7 
thanks again for playing ww

Submitted

Very fun autochess game. I ran into a bug where the enemies become invincible so the game ended up in a stalemate.
I don't know if it is in the game somewhere but it would be great if there was a codex or guide that explains effect of certain groups before buying them.

I also found a bug with Watame where she just stands there and do nothing and take hits.

Developer

thanks for playing! there will be a proper codex with all the info in the future!

good catch, going to find the watame bug o7

Submitted

It's impressive to see how much contents it already had especially for a game jam game. As a developer who had develop/play auto-chess game before, I can say the framework is there and it has potential to be a really good indie game. I think many systems can be expended based on this such as upgrade shop, interest, challenge system (eg. increase difficulty this turn for more income), more animation, etc.

Developer

thanks!! looking forward to implementing more features in the future (esp the diff difficulty) and polishing it up \o/

Submitted

I had a lot of fun with this game! It’s impressive to see how much work you put into it in just two weeks. There are a lot of characters, each with unique skills and traits, which opens up plenty of possibilities for team-building. The game is pretty easy at the moment since enemies only come from one direction, and you can stack units on top of each other to deal a lot of damage—but I’m guessing the grid system is still in development?

I see a lot of potential for this as a HoloIndie title, so hope to see more updates!

P.S. I encountered an invincible chicken!

Developer

thanks for playing!! Grid/unit placement is still a pending decision, but there'll likely be changes in the future to that as well as enemy types and spawns! hope we can deliver on that o/

(also what a frightening chicken, going to have to find this invincible fella myself LOL)

Developer

patch v.0.1.5 updated, should (hopefully) fix most of the bugs /o/

Submitted

This is a really really fun game. The references to everyone are awesome and honestly I feel like even the placeholder sprites are good enough to be representative of the member. I would really like it if you could right click on a unit before buying them to see what their details are as well. Nerissa turned out to be broken because stun is just that good. Keeping enemies within range of other units makes it so even if I don't level her up she's still an amazing team member.


I also ran into some bugs though. I also ran into the bug Slimjim described where if you sell and buy a unit in the same level sometimes it gets put on the same spot as another unit, making both unusable. I also ran into a crash, and I'll put the error message below. I also noticed that sometimes the enemy counter at the top would go past the maximum, showing something like 20/11 enemies defeated. I think this is where your bug is, since in both the Anya bug he found and my Suisei bug, they were targeting enemies that didn't exist.

Another QoL thing is if you show a unit's details and don't get rid of the text box, it stays on screen during the unit placement and round and you can't get rid of it.

Very fun game though. I can imagine myself spending a lot of time playing this.


############################################################################################

ERROR in

action number 1

of Alarm Event for alarm 0

for object obj_SuiseiUltimate:

Unable to find instance for object index -4

at gml_Object_obj_SuiseiUltimate_Alarm_0

############################################################################################

gml_Object_obj_SuiseiUltimate_Alarm_0 (line -1)

Developer

glad you had fun!! thanks for all the feedback and bug finding, an updated version should be released hopefully tonight (in around a few hours) fixing most of the current bugs!

Submitted

Very fun! Hololive AutoChess is a great idea. The game also felt pretty complete for how much I played it. I liked how each talent was in multiple categories, and combining them gave you buffs. I found Darkness to be really fun by basically buffing your team to offset your losses when you lose a unit. The only thing I can really recommend is to show how much a unit cost to buy and sell. 


Some bugs I found was that buying a unit, caused it to be in the same spot as another talent I had, and I couldn't use them until the following round when they separated.  The other bug was maybe Kaela. I bought her, and then in the next round she was gone. After that round though, I did get the below error which crashed the game.

___________________________________________

############################################################################################

ERROR in

action number 1

of Alarm Event for alarm 0

for object obj_AnyaUltimate:

Unable to find instance for object index 104079

at gml_Object_obj_AnyaUltimate_Alarm_0

############################################################################################

gml_Object_obj_AnyaUltimate_Alarm_0 (line -1)

Developer

I'll add that to the list of QOL (and bug list, thanks for finding them!). thanks for playing!