DEW [Hololive Fangame]
To play, click or drag on the cards and icons. You can left click or hover over various icons / images for more information about them (e.g. right click on an enemy to open up the bestiary entry). Use your browser's zoom in feature to make the images bigger.
The game auto-saves your session.
Stats:
766 cards
58 playable characters (everyone in Hololive except Holo Advent)
118 enemy characters
42 supporter characters
11 zones
521 artifacts
298 status effects
9 card modifications
32 potions
Currently in alpha. Updates every Sunday. All assets are provisional.
Seeking balance testers and play testers.
If you would like to participate in the development process, join https://www.reddit.com/r/de_waltz/
08/06/2023: Development on this game has been cancelled.
This game was originally released on March of 2023. During the intervening time, the game has received minimal feedback. For example, this game did not receive a single comment or rating on Itch.io.
Moreover, I have failed to get a single collaborator for this project (artist, musician, sfx designer, translator, balance tester, or even play tester). As it stands, this game is simply too large for a single individual to finish in a reasonable time frame especially given my inability to get any player feedback for the game, so I'm cutting my loses here and writing this game off as a failure.
Disclaimer
This game is a fangame. I am not affiliated with or endorsed by Cover Corp or any Hololive talents in any way. All representations in this game represent my own opinions only.
Status | Released |
Platforms | HTML5 |
Rating | Rated 3.0 out of 5 stars (1 total ratings) |
Author | Scalene Scales |
Genre | Card Game |
Tags | Deck Building, Fangame, hololive, Roguelite, Singleplayer, Turn-based Strategy |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse |
Links | YouTube |
Comments
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First things first, this game is the rawest digital form of potential, sadly I'm discovering it today, a year and some months after the development was cancelled.
I'm a random guy from Uruguay, a country so small that it barely appears in most maps of the world (so excuse me if my half-baked english is not clear, it's very late here and I'm doing my best xd), I'm currently studying a degree at UTEC (technological university) in my country, I'm a programmer and so far, visuals, audio and everything else is out of my reach, so my projects for now are huge mess of temporary images taped together with tape and a lot of faith xd.
The point is that I'm nobody on this floating rock in the middle of space.
I wish I could have arrived in time to give feedback and maybe help where possible, I don't know too much, but I could have learned and kept the project moving, maybe take some of the stress out of working alone and so on.
If at some point the development of this game is resumed (in case a miracle happens), I just hope you take it slow.
Projects of this size take time and require a lot of organization, there is no need to rush to meet update dates, if trying to do so ends up generating additional stress.
Finally, I just want to say that I really appreciate this game and the love that was clearly put into it.
Don't consider any project a failure, I know it hurts to abandon things like this for lack of support, but it wasn't your fault, this game has a lot to offer, think of it as a stepping stone.
With that said, I'm going to continue the run I was playing, I just felt the need to stop and write in the hope that someday you will read this message.
I hope you have a good day and don't give up, the stars you are aiming for are not that far away.
I wish this could have gotten more developed, after all, the base ideas are great, just needs some improvement in both some mechanics and clarity of the interface. (I do like how several references got thrown in, though + if development gets un-cancelled somehow, maybe an indicator or two of which character combos get what bonuses would be useful (i.e. Shining Comet and Shrine Maiden get the Affection boost when in the same team) (at least it helps to know fandom stuff in the first place that explains it, i.e. MiComet)
It's sad that this project got cancelled, as I could see it becoming something like Slay the Spire, which is a really fun game, but reading the statistics I can see the scope got too large.
My suggestion would be to cut the number of cards to maybe 40 and only have 2 or 3 characters. Then polish the UI until it looks clean/pretty and feels intuitive. A small but polished game is a good starting point to recruit team of collaborators that can help bring it to the next level.
I played the game probably 3 or 4 times as it was updated so I saw the improvement over time.
Some feedback:
- The UI is confusing. It took me a while to notice there were cards at the top I could play as I was completely focused on the bottom side of the screen. Probably would have helped to have the "active" cards glow or move a bit to draw the player attention.
- I also couldn't figure out why I couldn't use all my cards in a turn until after 3 game overs. I finally noticed the energy (?) value was hidden on the side and my eyes couldn't see it at first.
- The rewards screen got a bit better with time (at first I couldn't figure out how to get the rewards lol)
Don't be discouraged!
Good luck on future projects!