A downloadable game for Windows

Dominate your enemies with showstopping skills and captivating combos in this stylish hack-and-slash action fangame, starring hololive -Myth- talents in a fight against endless waves of enemies based off of hololive fan mascots!

BOUNDLESS FREE-FORM COMBAT

Engage in a wide variety of ways to dispose, conquer, brutalize, ambush, and stylishly subjugate your enemies with three unique playable characters from hololive English Myth, with their own unique skillsets and playstyles!

LOCAL CO-OP MULTIPLAYER

Team up with friends in up to 8 player local coop play (if your system can handle it)! Wreak havoc among your foes as you overwhelm them in style and in numbers!

This is a derivative project. I am not affiliated with Cover Corp. or hololive production. This fan-game was made in accordance with Hololive's derivative work guidelines.

Using a gamepad/controller is highly recommended, although this game does support mouse/keyboard controls.

▰▰▰ ASSET CREDITS ▰▰▰

▱▱ PLAYER CHARACTERS ▱▱

▻ Gawr Gura

Character Model(s): @murasakimoon (original), Cover Corp.

Voice Clips: @Gawr Gura Ch. hololive-EN

▻ Amelia Watson

Character Model: Cover Corp.

Voice Clips: @Watson Amelia Ch. hololive-EN

Revolver: Low-Poly Kimber K6S by TastyTony

Shotgun: low-poly Remington 870 shotgun by notclkerry

Rifle: Low Poly Mosin Sniper by samanthacford

Bayonet: Bayonet by excelapocalypse

▻ Takanashi Kiara

Character Model, Weapon Models: Cover Corp.

Voice Clips: @Takanashi Kiara Ch. hololive-EN

▱▱ ENEMY CHARACTERS ▱▱

▻ Takodachi

??? (please help me find this)

▻ KFP Employee

hololiveEN - KFP employee by KirbyDX

▻ Ebi/Shrimp

Chumbud, Shrimp by Mr.Lime

▻ Smol Ame

Model: Smol Ame - Amelia Watson, HoloMyth by Seafoam

Weapon: Low-Poly AK-74 by TastyTony

▱▱ MAP ▱▱

Street_[city] by Comicaroid

▻ Skybox: Image by lifeforstock on Freepik

▱▱ BGM ▱▱

▻ DOVA SYNDROME

https://dova-s.jp/EN/bgm/DL12702.html

[Battle style like mid-boss]

▱▱ SFX ▱▱

soundeffect-lab.info

https://philharmonia.co.uk/resources/sound-samples/

This game uses Godot Engine, available under the following license:

Copyright (c) 2014-present Godot Engine contributors. Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Download

Download
YMC (Demo).7z 350 MB
Download
YMC (Demo).zip 753 MB

Install instructions

  1. Download one of the compressed files
  2. Extract the game files
  3. Run YMC.exe and enjoy!

Comments

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(+1)

Really cool game!

I liked the large number of moves available, with each character having their specialized kit.

The combo system works well and I was surprised to find an upgrade/unlock system. Wasn't expecting that much depth in the game. Really good work!

Some improvement points:

-The game was running at 600fps on my PC according to the game's FPS counter. Consider adding VSync or capping the fps to a reasonable number.

-Volume settings seemed to reset each time I got a gameover or when going into the pause screen. May want to look into that.

-Progress saving would be nice. Starting over every time you die makes the game feel a bit repetitive. At least make it restart the current level.

Keep up the good work! :)

(1 edit) (+1)

Great project, I can definitely feel the effort and thoughts put into the game.

So to make it better lets get in a bit about combat flow and enemy design. The devil is in the details after all.

I'll assume you have at least played one dmc games within 3/4/5 to decide to make this, so I'll use direct reference of skills from those games.

If you pay attention to Dante's rebellion combos, you'll notice that when performing Combo B's spin-around 3 hit attack, you can cancel out of it anytime with jumping, dashing and blocking, after the 1st hit lands.

My understanding is that this is to compensate for the long duration of Combo B, that you can opt out of it within reasonable speed (hard locking only the 1st hit).

Another important fact about Combo B is that it hits all around Dante as he swings rebellion from the right hand to the left. Against common enemies that guarantees hit-stun, and thus Dante's safety when performing it.

These two points are what makes Combo B work even with a long animation and not that much damage to it. It can be cancelled, and it has a 360degree reach.

This is to contrast in YMC's current version, Gura's 2nd melee press in her Combo A hits 3 times, all to the front (and does not track enemies too well), and is non-cancellable.  

Especially when combined with the fact that the current enemy roaster tend to attack pretty fast (especially the shrimps), it makes Combo A very dangerous to perform, with little extra benefits, whenever there are more than 2 active enemies on the field. 

So to me, improvements to the combat would either be to slow down the enemies' rate of attacks, or to equip player characters with a more versatile or responsive move set. Especially a double jump would help a lot. Even greater help would be some good long iframes when the player is being knocked back, so that they can't be stun-locked to death by a couple of Tako-spins or KFP fly-pans. 

My current experience besides just spamming ranged zaps of the trident, would be to only use 1st hit of the trident ComboA, then switch to twin blade aka Agni&Rudra, or try to launch. 

Naturally connecting to the topic of launching and air attacks, you may realize that in dmc3/4/5, especially 4/5 Nero/Vergil, their air combos actually has really big hitbox, way beyond where the physical reach of their already giant swords . 

May not be so realistic, but it is to compensate for hitting multiple enemies, and the slight distance/height errors that often happens when both parties are falling at different speeds.

So yes, a bigger hitbox in the air would be my suggestion. Of course I do notice the existence of Payline/air stinger present in the game, but I see no reason to limit the viability of other attacks because of that.

It also would compensate for the player character easily moving backwards away from the target because he held the back button during the launch move, although I would add that a more fundamental solution would be to recreate dmc's High Times completely, where holding the back direction after high times still would not move Dante backwards by much at all.

Gura's agni&Rudra launcher also seems to have a much shorter reach than the Trident, which may be in need of some adjustments.

There are things that can be said about every move, but I hope that going in detail on just two examples can give a clear picture about the fundamental concept of it all.

So if you're  still planning to improve this game for a little bit, I hope these suggestions could be of help. Nonetheless thank you once again for making a good HoloXdmc game!

(+1)

Yooo this looks so good! And you already got three playable characters!! I've been trying to get a DMC clone done  myself with Kronii, but school's been holding me back. If you need an extra Blender animator / Godot programmer, hmu!!!

Can someone make a mobile version please

(1 edit) (+1)

If only this game would have a save featurie...

Also, is Takanashi Kiara broken or smth? I can't find the 'L1' button on PC.

L1 = Q (= L2) by mistake :/

Working on saving/loading for the next build, as well as remappable buttons

Mobile version please I need this

(+1)

I have a question if I'm using  a keyboard how do I do L1 and R1 buttons.
I can't seem to find, I do know Q and E are for L2 and R2 though

(+1)

R1 = Shift

I also realize that Q is mistakenly mapped to both L1 and L2; will fix that in the next update (L1 will be mapped to F)

(+1)

Thank you very much!

(+1)

When i try to play in coop the controller comand all players, also in the pause menu if i want to restart or quit to the main menu i can't select yes so everytime i have to alt+f4

(+1)

Interesting; I will look into that

(+1)

Currently making good progress on fixing the UI issues; Still trying to figure out the controller input issues however. What controllers are you using? And what software are you using with your controllers (Steam, DS4Windows, etc.)?

(+1)

Oh glad to see you are still working on the game.

I use an Xbox controller without any software.

(+1)

So I've been able to reproduce your issue to an extent with wireless Xbox Series X controllers, where one controller controls two characters (I don't know if this is the exact same issue you're having). While I am still trying to fix the issue, I did find some remedies:

1. Playing with the controllers wired seems to help

2. Focus on another window while keeping the YMC window in view gets rid of the double inputs (this one's weird)

(2 edits) (+1)

Yes with the controller wired it works.

And also the fact of unfocus the game works, LOL.

Still unavaible to play in coop because it seem that wired controller and keyboard are considered the same input so i cannot choose second character.

Since I don't have a second controller, I am obligated to have one of the two players with the keyboard.