Play game
Holo-Night's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #80 | 2.583 | 2.842 |
| References / Humor | #82 | 2.296 | 2.526 |
| Theme | #90 | 2.200 | 2.421 |
| Overall | #94 | 2.105 | 2.316 |
| Innovation | #98 | 1.818 | 2.000 |
| Gameplay | #101 | 1.626 | 1.789 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.


Comments
There were some decent ideas in this one. I liked the intro sequence a lot, well done on the pixel art. Even though I hate jumpscares and was not happy with the ones I got, I do think the aesthetic still works for those into it. Unfortunately, I ran into a lot of issues that hindered my experience and only got me to play up to collecting a few roses. A lot of issues were already touched on but I have a few I wanted to expand on.
The bland room design and lack of notable setpieces made it really hard to keep track of where I was, I struggled to even find Subaru and Kanade to start because it was easy to get lost. Then it made roses hard and also boring to search for, especially with no real threat. Very thankful about that too because I wasted all my shots on the gun talking to Subaru and Kanade as mentioned, so I couldn’t try out the gunplay.
Side related note, tried controller on this game, right stick camera control was impossibly slow so I went back to mouse + keyboard, and getting out of dialogue is impossible on controller cause the only interaction button for it is subject to the reset bug mentioned before.
I also felt I was clipping through a lot I shouldn’t have been. My first playthrough I walked into the stairs room through the glass, fell into the glass floor-like area, and was able to use the crouch to clip into the void below and out of bounds. On that note, jump and crouch seemed pretty useless to me.
Minor bug I noticed, if you run out of time and the game resets, the objective list doesn’t reset so it keeps “collect roses” in the objective list instead of what I assume is intending to refresh it.
Overall, it does seem like getting all the systems in took over testing, feels like there’s a lot of things that should have been checked to make sure they’re playable. Getting a game out at all is still a worthy accomplishment though, so I do hope you can be proud of that and consider putting in the time to clean up the project if you desire.
I liked the intro sequence! Nicely done!
I also liked the little voice clips you included as part of the conversations.
The manager's card as game UI element was very cool. However almost every other UI element looks very bland in comparison.
Good job on having the game display correctly on an ultrawide monitor aspect ratio!
Unfortunately due to the poor controls experience I couldn't spend more than 10 minutes in the game after I got to the "Rose Run" part of the game.
Some improvement suggestions:
- Please add a skip button for the intro and the dialogues!
- The game's controls should be explained somewhere in the game... it took me pressing every button on the keyboard to find that pressing F shows the phone and G hides or drops the gun.
- Pressing E on an NPC when a dialogue is already ongoing will reset the conversation. Make sure you check for open dialogues to ignore interactions.
- Consider adding a contrasting color border to the text to make it easier to distinguish from the background.
- LMB is used to advance conversations but also to shoot the gun. Talking to Kanade and Subaru after picking up the gun used up all my ammo!
- You're supposed to pick up 12 roses but I found no way to check my inventory and there was no UI to tell me how many I had collected.
- There is a time limit yet the player has no feedback about the time remaining. At least that was the case for me until I found the F key.
- The mouse sensitivity is extremely low. My hand got tired from all the movement required to rotate to the side. Please raise it or add a setting to change the rotation speed. This is the reason why I couldn't keep playing. It took at least 5 seconds to do a 90 degree turn while I frantically rolled my trackball.
- Speaking of settings. None had labels to explain what they do!
- Needs V-Sync or frame rate cap. My GPU fans spun up when it shouldn't be required for this level of graphics.
I feel this team ran out of time or tried to cram everything at the very end of the jam which is why a lot of parts feel rushed, unfinished or untested.
Good job on submitting, team! I hope you get back to the project after the jam and fix the issues mentioned.
Got the first jumpscare in the female bathroom... scary
Atmosphere has pretty cool vibes!
I don't like horror games... So overall it's good game for the genre with some good ideas. Atmosphere is well done
This is a really good foundation. I love the intro you did for this game, and the employee card that displays player status is really unique.
I feel like some actions requires a little more visual feedback. Gun shots and enemies getting hit for example, not just for eye candy purposes, but it'll actually let the player know that their shot is landing.
I'm not a big fan of horror games with jumpscares in general, this game is not too bad in that aspect, but I feel like it could be removed entirely. Would be nicer to have something like laplus phase through walls and hover towards you throughout the game as the creepy factor instead.
Still pretty solid overall! Thank you for making this!
Not a bad concept but the programming suffers and it shows. Intro was very good at setting atmosphere, maybe a bit too good lmao it set the expectations too high for the actual gameplay. A lot of references, love all the plushies located around the map. And the UI with the card in front of the camera is a cool idea.
This feels like a game that was supposed to be made for fun and not take itself too seriously, but ended up becoming just a very rushed prototype. It is genuinely hard to find parts of the game that actually work without any issues. I am sure a lot of people probably pointed it out below. Would be cool to see this concept being reinvented in some way into a real hololive survivor horror game.
As mentioned by some of the other reviewers so far, I think this game has some really good potential, it's just not all the way there yet, and that's fine!
I like the premise of an exploratory horror game set in the office, but I second that the horror elements weren't really there aside from the Laplus jump scares (which I will admit did get me the first time, but subsequent scares just had me chuckling) and general dark atmosphere. I think we could still stick with this general idea, but twist it a little bit to be more of a threat and evoke those horror elements - Maybe Laplus wanders the halls and you have to navigate around her, shooting your gun can attract her or stun her, but she can't be stopped until the climax, otherwise you're stuck trying to gather the roses and avoid Laplus at the same time.
I also think maybe the roses should spawn in after you get the gun - there's nothing stopping you from running around and gathering all of the roses before getting it, but I only found the couple of enemies after picking it up, so I'm not sure if you can aggro them before you can actually fight them, but since there were only a few, there's no real purpose to them outside of just putting the gun to basic use.
Maybe you can tack on functionality where you need to hit certain triggers by shooting them, or use the gun to destroy environmental objects to get to certain roses.
And while the theme is present in terms of the story, I couldn't tell if there was actually any in game time to have to manage, which I think would help a lot , especially if you're balancing it alongside other threats.
Otherwise most everything else I have to say has already been covered.
Unfortunately I also was unable to get into the conference room with the last rose, so I wasn't able to finish either, but it does sounds like work will continue once the jam is over, so I'm looking forward to seeing how the project grows. Good work so far!
Cool intro and UI design! Unfortunately, the horror elements didn't really hit for me.
As for some concrete feedback, I feel there's a few simple improvements that could be made:
Unfortunately I didn't finish the game, I think the last rose that I was missing was in the Reception room which was inaccessible, tried jumping, crouch, sprinting but I couldn't get it.
I liked that you used the og sounds of the oshis in the dialogue and La+ during jumpscares (although La+ could be a little too loud). That most likely required some time to find the right ones, extract and fit.
I also liked the oshi plushies scattered around the facility (I would even rather collect them than the roses, or have them as collectible or something like that).
From the things that I was missing:
- Amount of roses that I already collected, the objective mentioned only about collecting but I didn't know how many I already have, that would be useful
- Some kind of marking when I "cleared" the room that had the rose. It could be in form of a spray weapon (kind of like Lethal company does with their Spray) or could be something reacting to rose collecting event
- Sometimes I was not sure if the enemy is already dead or currently dying or are stunned but will continue to chase me. I assume that some dying animation was out of scope due to time constraints, but a "Dying" text could also be nice, would clear the confusion a little bit
Overall, I feel that a lot of work and heart was put in the level design and environment and I enjoyed exploring it around, rooms layouts were different, the plushies. Maybe I would put more enemies in them, especially in the server room alleys for the jumpscare factor.
The idea itself was also nice, The Backrooms but in Holo Office and haunted by oshis? I would play this when fully realized o7
The intro is nice, however the actual game is less so. When I found Kanade and Subaru I got confused at first, because I expected to be able to use e or space to continue the dialogue and instead it restarted the dialogue. At first click to continue was fine, but after getting the gun it was really jarring to have the gun go off in Subaru's face each time the dialogue continued. After that, I found the camera movement never quite right, which combined with the same-iness of the walls and floor made navigation frustrating. I stopped and quit after the 2nd instance of png Laplus being popping up for seemingly no reason. That just completely ruined the atmosphere, so I just lost interest. At that point I really didn't appreciate having to use alt-f4, which is not something players should have to use to quit your game.
The Zip file wouldn't start up at all for me, but the Rar did. The screen size wasn't right, with text falling off the screen. And the mouse sensitivity was really, really low even after setting what I think was mouse sensitivity to max. (And it was inconsistent, occasionally increasing to normal levels for a bit before dropping back to zero)
Despite that, I tried what I could. It seems like an interesting idea, and the atmosphere was really good. The story sounds really interesting, too.