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HoloRun's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #49 | 3.264 | 3.500 |
| Gameplay | #50 | 2.891 | 3.100 |
| Theme | #59 | 2.844 | 3.050 |
| Innovation | #64 | 2.611 | 2.800 |
| Overall | #69 | 2.704 | 2.900 |
| References / Humor | #96 | 1.912 | 2.050 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love the Touhou-esque vibes from this game, and I greatly enjoyed the combination of a runner style game with a bullet hell. In the end, I managed to defeat Shiori and get to 1200m.
Some of difficulty did feel a bit unfair to me.
Finally, the deadline felt a bit inconsequential, though I definitely did not mind that.
Nevertheless, I had a lot of fun with the game!
Thanks for playing! Seeing lots of similar problems from different players, we re working on fine tuning the hit system and that bullet spawning after phase is something we're definitely gonna be looking at, also your feedback on the slow mo effect gave me a little idea, all in all, thanks for the feedback!!!
What did the Novelites do to get kicked by Kronii? Lmao
Anyway, I beat Shiori! The hardest part was learning the frame delay before the kick hits; I kept taking damage even though I thought I’d already kicked. Once you learn the timing, though, it’s a great game—definitely one of my favorites from this jam.
I love the twist where it shifts from an endless runner to a bullet hell. The VFX are also really good! I did notice a visual glitch (probably a stuck prefab); I originally thought it was just screen tearing from having VSync off!
Good job!
Thanks for playing! Hmm visual glitch? That's the first, what happened?
Visuals are incredibly impressive! The switch between endless run style to shmup kept the gameplay fresh and fun.
Game is a little intensive on GPU, though I am running the game on steamdeck to be fair lol, but still completely playable.
Had fun with this, thank you for making this!
Thanks for playing! Hmm intensive on the GPU huh, will def check tat out, thanks for pointing that out!
After 40-45 minutes I managed to defeat Shiorin and then reach around 900 meters. The game is pretty challenging, especially the max health. I almost never run out of time tho.
I like the concept a lot, would gladly re-play a final_final after-jam version.
The graphics are really good, especially for a jam game, the environment, obstacles, enemies, Kronini and Shiorin.
The power ups were pretty fun, especially the speed up. I felt that Nitro feeling from Need for speed, very deadly for myself, but also very addicting to use. At first I could not find a semi-reliable way to damage the enemies (and thus Shiorin herself), the hitbox was really tight, but in the end I managed to find slide + attack which saved the day.
I assume that after defeating Shiorin there is just "how far can you run" mode.
Improvement suggestions:
- The mentioned hitbox of enemies seemed quite tight, even with slide + attack combo I would sometimes get damaged
- While 3 max health adds a lot of challenge I would consider adding some way to regenerate it. It could be some item that you have to collect X times (like 7 or more) so the player always feels that they can comeback from very low HP. Alternatively you could ditch HP altogether and focus on the reducing the timer. It would technically allow for a playthrough where you hit more obstactles but are very efficient at collecting golden hourglasses but that could be fun in itself.
- Bug: Sometimes player can return from the bullet hell mode with Shiorin reading her next attack which takes place in the running mode. It is extremely hard to dodge, killed me a lot of times
- At first I assumed that I had to reach a specific distance to damage Shiorin. I would either move the distance to some "ending" screen or make it visible after defeating all enemies when we enter free to run mode
- I assume that it was not implemented due to time constraints but I would really like a Restart button after dying, preferably with option to skip the intro with Shiorin.
Overall I enjoyed the experience, it was definitely a challenge but a good one, I kept on trying to defeat Shiorin. I await more bosses to defeat in after-jam version.
Thanks for playing and the feedback! Slide and attacking is definitely something I didn't try on testing lol but we're overhauling a buncha stuff to address some of the issues and adding the things that we weren't able to do before so stay tuned!
Pretty challenging at first- took me quite a few attempts to beat Shiori! I love the blur effect when changing lanes, it's pretty fun!
Thanks for playing!.....but blur effect when changing lanes? I've no recollection of purposely coding that in lol, I think it's just the motion blur post process in action, glad you liked it!
Thanks for playing!.....but blur effect when changing lanes? I've no recollection of purposely coding that in lol, I think it's just the motion blur post process in action, glad you liked it!
hehe, yup!
I enjoyed it, the music was good, and the powerups were really fun.
It took me awhile to realize you could damage Shiori, I thought it was just a distance race. I think that's because it records your furthest distance, which just makes it seem like that's the goal since you can't reach Shiori herself.
Despite that, I had fun with both styles of play. Fantastic work. :D
Thanks for playing! That's a new way of seeing it, I'll have to take note of the separation of goals and points recording, thanks for the feedback!
Ooh! the game's graphics are looking great!
The game feels fast and the time speed effects are really nice!
I don't know if my game bugged or what, but I played multiple runs and never got to fight Shiori. My best run was at 500m or so. What am I missing?EDIT: I started hitting the novelites and finally did some damage to Shiori and eventually defeated her.Some improvement suggestions:
- The game only explains how to deal damage in a "hint"during the loading screen but it can be easily missed. Try placing it in a more prominent location to make sure the player doesn't miss this critical information!
- The game's UI doesn't scale properly on ultrawide monitor.
- Volume settings do not save between game sessions.
- Needs a results screen showing how far the player went before kicking them back to the title screen.
- The game build size is massive for what it offers. I recommend looking into the build log and identifying the asset(s) bloating the build.
Thanks for playing!!! We'll be sure to add the objective line somewhere else more prominent as well as a results screen! Seems like the options code need some fixing and we actually didnt think it would react badly to a ultrawide monitor, will have to look into that! The build size being massive is also a thing I had no idea how to deal with or where to start, so thanks for the suggestions!!!
I like the twist on a temple run game with a bullet hell. Everything looks nice visually and the music and sounds are nice. My feedback is the attack needs a bigger hitbox as the timing is really tight and I had a few deaths trying to figure out when I should actually attack. The hourglasses felt more like a detriment except for the yellow one since the slow down slowed everything, including your jump and attack, and the speed up did the same, so the timing of everything got thrown off. The bullet hell section made sense with the slow down hourglass, but the perspective change was a bit too fast and too close to the characters because you're still moving forward and the hour glasses fly by with barely enough time to react. I would like to play more of this concept with a bit of refinement because an autorunner/bullet hell sounds like a great combo.
Also side note: the math you're using for calculating the milliseconds has an edge case where it'll be 1000 instead of 0-999. You might be using the same formula I found before as I had the same issue in my game as well. You just need to check for this case to stop the timer from jittering every second due to having more digits than the UI is expecting.
Thanks for playing!!! There's a lot of comments on the difficulty for timing the hits and the power ups messing with the player's sense of timing, that's definitely something we re gonna have to figure out, also the perspective change being too fast and the camera being too close I can agree on too, we re thinking on adding an animation sequence before Shiori start spouting glowing balls.
P.S: Thanks for the tip on the timer math!
This is a pretty nice twist on the theme!
I like the idea of swapping perspectives from runner into bullet hell, but it was a little inconsistent at times, where I felt like it transitioned sooner on certain runs, and I lost a run to bullets spawning while the camera was transitioning out of the bullet hell phase, since I wasn't expecting the bullets to still keep on their trajectory despite the perspective shift.
I do think the upgrades should use a bit of tweaking - the speed boost really does just feel like a threat, which is fair, but the fact that the slow time grays out the entire screen means you can't tell what you're going to be picking up, so its safer to just avoid everything. If the different powerups had different particle effects, I think that would help alleviate the issue.
Also it slows everything down, including your attack animation, which can just make the already pretty precise timing even harder to nail.
Maybe it was a hold over from planning, but once you defeat Shiori it just keep going, which I think is fair, but also there's not much else to do but run, so I feel like it might just be better to end the run there, until more members are implemented, and maybe it could be like a boss rush
But all in all a cool submission, and the music and SFX were really good, great work!
Thanks for playing!!! The bullet keeping their trajectory might be an oversight on our end.....thanks for bringing that up! also, the upgrades having different particle effects sounds cool, ill get back to the drawing board on that! We kept the game running after Shiori because we thought some people might finish the game way too quickly, so we set in a sort of gameplay loop. But I get where you re coming from, a boss rush does sound cool ehehe....
Kronii smashing into the couch at full speed sounds brutal. Good job on the audio.
Thanks for playing! We pretty much jammed the sounds in the last few hours, glad you liked it!!!
Cool take on the theme! It feels a bit unclear when to attack before you get hit, but I managed to figure it out more or less. I think the 3 heart system is a bit too punishing, having it deduct from the timer a bit when you get hit instead could maybe feel a little better.
Thanks for playing!!! The attacks being hard to manage is quite a common response, we'll try our best to make it as natural as possible! As for the 3 heart system, hmm having the hearts deduct slowly out in coherence to the timer actually sounds like a great idea, back into the mines I go XD
You know, you're allowed to update the description on the game page, such as by adding descriptions of the powerups or what kind of attack to expect. My first run ended instantly when I picked up a red timer and was hurtled into several obstacles at once.
Besides that, I just don't get a lot of the design. The powerups can easily hide obstacles completely, which is especially not helped some of them being the same color as the floor and shelves. I'm also not sure how to time the attack outside of slowmo so that it'll actually hit, nor how to figure it out given how small and quick the animation is.
Thanks for playing! We didn't think that power ups and patterns were needed to be explained in text tbh, thought it was self-explanatory, apparently not! As for the obstacles being similar colored, I can see where you re coming from, we'll work on contrasting that out! All in all, thanks for the feedback! We'll be sure to improve the game further with your feedback as we continue developing!
Very well done runner, even for just 1 level. Had me keeping trying and trying.
Thanks for playing!!! Hope you had fun!
Once I understood the gameplay, I had a good amount of fun with it!
I would definitely recommend some sort of short tutorial, even through text, just to let the player know what to do.
Thanks for playing!!! I did wonder whether people would easily figure out what to do with the mechanics being pretty much "disconnected" , but hopefully with the grace period updates, it eases your experience with the game or rather newcomers!
Theme was spot on, gameplay was kind of smooth was there innovation yeah definitely with the timer but the attack button was just there to exist and had no effect. The lack there of a control scheme or tutorials or even controls section in the description left me confused. Played 2 runs without jumping then found out you don't press space to jump since this is a temple run-like you jump and go down with your "w" and "s" key. Overall was a good game, might revisit it again later when I've tried the other games to compare to
Thanks! it is kinda true we just slapped the attack there with not much meaning to it but hopefully with the grace period updates, those worries would be mended and we hope it reduce confusion for the time you might revisit Holorun!