Collect your favorite characters, nurture them, and have fun just watching in this hololive fan game! It's a 2D tower defense game that offers depth for dedicated players, strategic elements, and easy enjoyment for casual players.
I have implemented the following updates for #HoloParade:
■Specification Changes and Improvements
- Expansion of the number of savable formations from 5 to 8
Due to the addition of stages requiring Gold Aura and mascot parades, we have expanded the number of savable formations.
- Change in the specification for gaining motivation when an ally is defeated during the parade
I have changed it so that you gradually gain motivation when both enemies and allies are defeated.
(This is a compromise between the old and new specifications)
Due to the series of specification changes in the major update, I have adjusted to ensure that the difficulty level does not change as much as possible. However, this is based on the assumption that players will adapt to new strategies and master them, and core players who were accustomed to the old specifications may feel that the difficulty has increased.
One reason for this is that the specification has changed from gaining motivation when defeating enemies to gaining motivation when an ally is defeated.
In the later stages of the game, especially in levels with many enemies, it is necessary to skillfully use A-chan's beam to keep the front line. Otherwise, you will likely feel that the difficulty has significantly increased.
Considering the above,
while retaining the good aspects of the old specification where you can fight more than expected on stages with many enemies due to more opportunities to gain motivation,
the intention of the new specification is to provide a chance to regroup when the front line allies are defeated rather than just gaining an advantage when pushing forward,
and we have changed it so that a small amount of motivation is gained whether an enemy or an ally is defeated.
■Bugfix
- Correction of the issue where the status increase due to affinity was slightly lower than originally intended
- Correction of an issue where the CT was reversed between the high-cost and low-cost versions of some URs.
- Correction of English translation
Despite the changes above, except for a very few event stages (the final of the Blue-Red Trials & Endless Trials), all high-difficulty stages can be cleared without limit breaks and with a purple rarity abilities through creative formation and gameplay.
Even if it feels like there's no room for creativity due to the simple controls, small differences in timing can lead to surprisingly different outcomes! (This applies to new features in the major update as well)
However, this also means that, from the very beginning, there has been a significant difference in how players perceive difficulty, making game balance adjustments extremely precise.
I anticipate making further fine adjustments in the future, and I aim to consider these carefully while listening to your feedback. Thank you for your continued support!