0.0.13 Update!


General Updates 

  •  Added an online patching system to allow easier content distribution
  • Added a character detailed panel to view stats and skills. Right click them in party panel for now. Active Skill Icons coming soon
  • Added a filter and sort feature for character selection
  • Reimported audio for better file size. Maybe
  • Modified UI for clarity
  • Fixed a bug where 5 pulls sometimes show less than 5 results
  • Fixed a bug where characters dont instantly appear after gacha
  • Fixed a bug where characters permadie (no more roguelike sorry)
  • More audio

Character Fixes

  • Balancing changes
  • Kanata Shuriken fixed yet again
  • Russia's passive fixed
  • Choco's passive fixed
  • Subaru's duck hex doesn't leave the slime with an identity crisis anymore
  • Slime changes (still for testing only)


Updates

As we have been working on making a lot of combat fixes, and UI changes for a better game, we have lacked updating our current content(which is just a combat prototype anyways). For the next big update we plan to introduce a new map system along with additional enemies and characters (4 stars and 5 stars). Stay tuned!

Files

IntoTheHoloversePrototypev0.0.13.7z 16 MB
Jul 08, 2021

Get Into the Holoverse (Hololive Fan Game)

Comments

Log in with itch.io to leave a comment.

I gave this version a try and here's some feedback:

- The SFX that plays when summoning is too loud (the "ding ding ding")

- The AOE projectile attack from the slime felt a little too strong. Maybe I was using weak characters but one of those attacks almost killed 2 of my party members.

- It's not evident if the character/enemy has an active buff or debuff, or maybe I'm blind. I know clicking on them opens a new window with details, but I think it would be nice to have a little icon or something on the battle screen or hovering over the character.

Can't wait to see the skill icons. :D

Thanks for the feedback! Currently the shuriken slime is a joke slime implemented for the discord members who are saying combat is too easy!

Buffs and debuffs generally get shown once, like a red line effect, etc. Still trying to figure out a way to show buffs wihtout making the main combat scene too convoluted or ugly to see.

Maybe something like this under each character card?


Should they only show stat changes like attack, defense, evasion, criticals or should they show statuses like poison, stun, etc. 

(+2)

I think stat changes would be good as icons with positive and negative variants.

Status effects like poison, stun, burning or others could be represented on the character sprites themselves. For example: burning with a red color tint, poison with the typical green bubbles and stun with spinning stars on their heads.