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HoloFreeze's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #35 | 3.214 | 3.214 |
| Theme | #36 | 3.321 | 3.321 |
| Innovation | #38 | 3.000 | 3.000 |
| References / Humor | #39 | 3.214 | 3.214 |
| Overall | #41 | 3.057 | 3.057 |
| Ambience | #84 | 2.536 | 2.536 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fun game loop, having missions to get the roguelike boosts were fun even if some of them felt way harder than others. I think there’s a lot of potential to expand even further with more power-ups, attacks, enemies. Didn’t end up getting the ending sadly, had a good run after many tries and then an attack spawned on me in the third phase out of nowhere when I had one heart left. Would love to come back and try again some day though.
The basic attack felt a little unsatisfying to use, maybe cause the low HP and one of the hit sounds made it seem really weak. I also had moments where it seemed like the attack spawned a bit away from the direction I intended to attack with my mouse.
When you start, I notice you spawn behind a UI element, I would suggest moving your spawn location further away from that. The timer also was a minor screen block on the player character and enemies a few times when I was up in that area.
Also had a bug when I died while I had Ina’s mission active. When I restarted, it spawned the zone for her mission and I was able to walk into it and gain the tentacle ability despite not having the mission for that run nor the assumed intent to have an upgrade in the first room.
Otherwise, great work overall!
Thanks for doing a few runs! There were a few issues like the ones you mentioned that I should have cleaned up, also including an instant death bug that happened once out of about 20 games I played, main menu settings, returning to the main menu, volume settings, using P for pause, and other standards that are expected of games (this was my first time doing game dev!). Very detailed feedback, I have so much to improve on!
For your first time doing game dev, this was done well, I’m impressed. Good to hear you appreciate the feedback, and congrats on the successful game release!
Fun! Didn’t get very far (skill issue), but I like the gameplay. I really liked the player animations, for a pixel art so small, it’s quite well done! The objects too, but the player sprite catched my eye the most. Solid entry!
lol, thanks for playing!
I recall spending some time with this one to get the endings, replay value is pretty good. Great difficulty scaling, good length without overstaying its welcome (as long I keep myself from throwing runs to limit-test fancy maneuvers…), don’t know about balance for the powerups but there were definitely multiple viable meaningfully-distinct builds to fish for, which is always welcome and impressive on jam deadlines.
Thank you so much again for playing!!!
Funny character art. Good use of DDOLBANG's art for the dialogue sections!
I like the idea of a roguelike where you can select the aid of hololive talents to gain powerups. The powerups were pretty good and the various missions to unlock them kept the gameplay fresh.
That blue spinny thing enemy kept killing me in all my tries. They just went wild and killed me.
I made it to the 6th room.Edit: I figured out what was going on. It seems enemies go crazy fast once time runs out so I changed my strat to kill these fellows before the others and managed to survive until the end.
Some improvement suggestions:
- Maybe I didn't play enough or didn't get lucky in my runs but I didn't see a powerup to improve the attack power, cooldown or range. Most looked like they were going for heals. Edit: I found an attack related powerup in my next run after I wrote this comment.
- Using the trident to attack needs some i-frames as it moves you close to the target enemy and can end up in the player taking damage when trying to attack.
- It was funny that the player can still move after death. XD
- Please consider having the game's default volume to something closer to 50%. The default volume is very loud.
- It would also be nice if the volume settings were accessible from the title screen.
- I got a null reference exception when I spawned a tentacle thingy under the blue enemy and that froze the game.
Good job!
Thanks for playing!! Glad that you got to the ending, the game could be pretty challenging with the time limits!
I had no idea how the volume in my game compared to other games lmao... I also did NOT follow common things game devs implement like P for pause instead of esc, good settings/customization options, allowing the player to return to the main menu, if I try game dev again there is SO MUCH that I've learned!
I definitely had some bugs like your null reference exception, and there is also funny issues that I blame on garbage collection... this was my first time doing game dev and there are a ton of ideas that I did not get to implement and way too many mistakes I made when I was coding, there would be SO much I would be able to fix and add just by reimplementing with better coding structure and everything I learned during this jam!
If you learned a new skill during this jam, you're a winner!
There is a lot to learn in gamedev, so it's okay to go one step at a time!
Take what you learned here into your next game project!
Pretty good!!!
I got hooked on it for quite a while, but I do feel like the main character needs some balance. Also the collisions were a little too generous for the enemies in my opinion and I never got to the ending... (skill issue, I may admit)
The power-ups were quite ingenious!
Loved the cutscenes, wish I could have gotten to the ending ;_;
GREAT WORK ^_^
Oof, sad that you weren't able to beat the boss! I tried to make it challenging and fun, so that a few attempts should be enough to learn mechanics and clear the game. I see how the game could be a little easier (the time limit on some rooms is pretty tight too).
One of my (scrapped) ideas was to make an easy/normal/hard version but I was too lazy, oops. I do have a true ending and secret ending for this version but had an idea for other alternative endings. With all the mistakes I made, and all the ideas I could have added, I definitely have a lot to learn about game dev!
Glad that you enjoyed the power up system and the cutscenes!
Great game with a high degree of completion.
All the elements work really well together — the action, progression, and even the story. The opening has a strong sense of narrative and immediately hooked me.
Thanks for playing! Glad that you enjoyed the narrative!
For your first time doing game dev, this is some awesome stuff. I really like the game design with the missions unlocking new abilities (and so many of them, too). The auditory and visual feedback when you hit enemies or when enemies hit you, the screen shake and zoom in when you die, the game juice is there! And I like the meta humor you included in the dialogue. The line about the enemy with the paper clip head-- that gave me a chuckle. I had fun playing! Good stuff!! And I hope you continue on your game dev journey!
Thanks! Yup, game dev is pretty awesome! I feel that there’s so many ideas out there, so much dialogue that I wanted to include, and too many mission ideas that I could have done but didn’t lol!
Really gotta hand it to you for the mission system
The missions themselves all feel unique, and the abilities do too. I think that's easily my favorite part of the gameplay loop.
Glad that you included so many members, and not just the EN branch too!
And the art is good (even if you feel like its not - still better than most of what I do with longer than a 2 week time limit lmao)
Would be awesome to see you come back and add more content - enemies, abilities, more randomization, using the dialogue system for some fun character interactions. There's a lot to work with here, especially for an idea that you just ran with on a whim. Good work!
WOW, thanks for this awesome feedback! Really glad that you liked all the content that I worked on for the game!
Thanks for your compliment on my art!! Art is crazy hard, it's crazy how creative and insanely amazing artists can be
You pointed out a lot of things that I can add/continue to work on, the game definitely had a lot of potential but I ended up being very lazy lol... this was my first time doing game dev so there's so much I can learn!
Interesting rogue-like, I like how earning abilities requires different actions. With that said the abilities could have used some tweaking (some did more harm than help), but the concept comes together overall.
Thanks for playing!! I just went with a crazy idea I had and tried to do it, glad you found it interesting!
The mini-quests are a interesting concept but the UI could be a bit bigger. I didn't release that they actually had a timer so I didn't realise that I was failing them. Overall it was a fun roguelike.
Thanks for playing!
I will keep that in mind, I only hardcoded the sizes for my small laptop so the game probably looks crazy small for everyone lol!
Simple in art and sound, but quite deep in gameplay I see.
Mini quests, roguelike elements, and narrative through progress.
This game has a good foundation
Thanks for playing!
The minichallenge to get reward is genius. I like that player gets to choose their own challenge vs reward, and you're not really punished for failing them other than not getting reward. It changes up the gameplay alot and keeps the gameplay fresh and interesting.
Would love to see more holo references in this game. (maybe the enemies are references to something, I am not aware of any that resembles them)
Great job! Thanks for making this!
Glad that you enjoyed the challenges! I tried looping back my horribly drawn enemies to Hololive in the dialogue, definitely would try to add more interesting missions and references if I were to do this again!
So, on my first try, I got to the third room and right after making a choice an enemy spawned right next to me, firing immediately so it was impossible to react. then that enemy and the other nearby enemy cornered me. On my second try I got to the guy with the lasers and got insta-killed when the behavior changed without warning and it did the circle movement. On the third try I kept what seemed like a safe distance from the laser guy and still got insta-killed as it moved further than I expected.
That plus no visible way to skip dialogue and the quest reward all being totally useless (I never lost hp before the events mentioned above) made me not really want to keep trying.
This is a really fun game! I love the dialogues and I also like the concept that you need to complete a specific mission to get the effect/upgrade you chose! The missions being related to the character the upgrade is based on was also really cool!
Thanks for playing! I tried to make the missions and dialogue as silly as possible lol, happy that you enjoyed it!
Fun small game. I would like more upgrades. Like half of them restore health. Idea that you have to complete the mission to get an upgrade is good, I like it.
I definitely agree, more power ups would make the game a lot more fun!
Using livers as hades-esque quest givers is genius this game rules
Glad you enjoyed the game!
Nice little game! The gameplay was fair and I enjoyed the dialogue.
The game would have benefitted from more Hololive-themed references, though. Overall, nice work!
Thanks for the feedback! I think more Hololive would have made my game even more cool!
Fun game! I liked the gameplay loop of killing the enemies on each room and making your build, and the dialogs are pretty funny!
Thanks for playing!