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A jam submission

HollowmereView game page

Monsters break into your family's house on Halloween night. Fight, go up floor by floor and stay alive.
Submitted by Black Two Games — 2 hours, 17 minutes before the deadline
Rated by 14 people so far
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Hollowmere's itch.io page

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How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Yes. Jam packs: Just Create Studio (Stylized Nature, Stylized Weapons), Cyberwave Orchestra Fantasy Spawn SFX. Models (CC0): Quaternius (Universal Base Characters, Universal Animation Library 1 and 2, Fantasy Props MegaKit), KayKit by Kay Lousberg (Halloween Bits, Furniture Bits, Dungeon Remastered, Restaurant Bits), Kenney Graveyard Kit, Poly Pizza (CreativeTrio, iPoly3D). Sounds: Little Robot Sound Factory (CC BY 3.0), W.carter owl and KuraiWolf machine gun (CC BY 4.0), Kenney Impact Sounds and RPG Audio, Freesound and OpenGameArt (CC0), Wikimedia Commons (public domain, CC0), Sonniss GDC 2026 bundle, VCSL drum samples (CC0). Fonts (Google Fonts, OFL / Apache): Caveat, Luckiest Guy, Titan One, Cormorant Garamond, Cinzel Decorative. Code libraries: three.js (MIT), Rapier (Apache-2.0). AI: music (Google Lyria 3), narrator voice (Gemini TTS), one sound effect (ElevenLabs), code and texts AI-generated; concept art only (not in the game) with Gemini and GPT Image. No AI images in the game. Full list with licences on the game page and in the in-game Credits.

Has this game been submitted to any other jams?
No

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Comments

Submitted(+1)

Amazing game! 🔥 So much content for a jam. The enemy waves, the skills and the upgrades all fit together really well, and the progression feels great. Great work!

Developer

Thanks for the feedback! I’m really glad you appreciated the game and enjoyed it!

Submitted(+1)

Very nice one, this felt much more ready and polished one even though it felt rushed gameplay for me. 👍

Developer

Actually, I wanted to add a couple more levels between the three that are currently in the game. But time was running short, so the story did end up feeling a bit rushed.
That’s why I chose to focus on polishing the three levels I already had. If the game proves popular enough, I’m thinking of making a remake with a more cohesive, well-paced narrative—but we’ll see.

Thanks a lot for the feedback!

Submitted(+1)

This was really fun to play, and the combat system was really good! The cutscenes with the narrator reminded me a bit of MediEvil, which i loved.

I found one small bug at the wheel: if you spam E, the bar fills up within a few milliseconds. 

It was great fun to play, thanks for creating it!

Developer

Thanks a lot for the feedback!

Actually, what you found isn’t a bug—it’s a feature, as they say :)
When I was testing the game, I didn’t want to wait a long time for the wheel to open the passage, but I couldn’t skip it entirely either, otherwise I wouldn’t have been able to test how things behave while the wheel is turning. So, I intentionally added this feature.

I’m glad you enjoyed the game; your words mean a lot to me. Thank you!

Submitted(+1)

Good job on the game! I found the cool down on the attack too long but I enjoyed the environment and attention to detail. 

Developer

Thanks a lot for the feedback! I’ll try to figure out what to do about this in future bug fixes.

Happy Halloween! 🎃

Submitted(+1)

Fantastic, I had a lot of fun with this one, The combat felt really good. Im extremely impressed you managed to make something that feels so polished in such a short amount of time

Developer

Yeah :)
Especially considering that for the first 4 days of the jam, I was working on something set in the world of the movie *Tron*, involving hacking—but then I completely changed the concept and switched to a Halloween theme instead) I think only the movement and shooting mechanics carried over :)
Thank you!

Submitted(+1)

Good job on that. Very fun to play. Nice replayability too.

Developer

Glad you liked it

Thank you!

Submitted(+1)

I really like your game, everything are so good how did you do this in 10 days

Developer

Thank you!
I’m genuinely glad you enjoyed it.
Making this game was definitely a challenge for me 😅

🎃 Have a happy Halloween! 🎃

Submitted(+1)

No way it is done just within 10 days!

* A lot of UI elements - buttons, CD, skill menu with VIDEOS, a lot of settings in menu (even fps settings, lol) , screen with stats
* A lof ot gameplay  and other elements - skills, variery of enemies, bosses, secrets, logic to calculate stats and so on
* Voice acting and cut scenes is smth special!

That is pretty impressive work! I dont know if you are really pro with years of experience or had some assets prepared beforehand or worked on the jam full time :D - but it is really great work! I even skipped zero dialogues and listened carefully as if I payed for this game on steam!  :)

Developer

Thank you so much for playing the game and for such high praise!

I really did pour a lot of time into it—working on it during weekends and in my spare time after work.

Initially, the concept was a "cyber world" centered around hacking into a computer system—something like a cross between the old and new *TRON* films. I spent about four days building that version, but it ended up being scrapped, and the entire setting was completely reimagined :)

Thanks again for your kind words, and have a fun Halloween! 🎃

Submitted(+1)

That is crazy b switch from a cyber-world toa  spooky Halloween :D
Thanks, have a fun one too!

Developer

🎬 Gameplay video

Hollowmere: let's play

▶ Watch: Hollowmere gameplay (4 min)

Thank you to everyone who played and rated! I read every comment, and I am playing your games too.

Submitted(+1)

This game is really impressive. It looks great, is very interesting to play, and the scope is much bigger than I expected—it's hard to believe this was made in a ~10-day jam.

The combat impact feels great, and the story guidance is the best I've seen across all the jams I've joined. It's very narrative-driven, and there wasn't a single moment where I had to stop and hesitate. The whole onboarding process, along with the UI and skill explanations, is right on point. It already feels like a very complete game in terms of the environments, sound effects, and controls.

I think the only small thing to improve is that the attack range is a bit too big, so I could just hold left-click and manage my distance without needing to aim my attacks. Also, when swinging at nothing, it sometimes still triggers the screen shake, which feels a little weird during combat.

Other than that, from the save system, settings, and overall level layout to the lighting, music, and story setup—everything is really well done. Congrats on making such an awesome work! 

Developer

Thank you very much for truly appreciating my game and for such a detailed review!

Yes, there are things that could have been improved, but I think it turned out well)

Submitted(+1)

Wow, what the heck due. The game is so polished, so good. You did a ton in just 10 days. Good job

Developer

Thank you very much.
I put a lot of effort into it!
I'm really glad you noticed!

🎃 Happy Halloween! 🎃

Submitted(+1)

This reminds something where Lego's and Playmobil's meets in a dark outdoor playhouse.

Tried this out, and here's my insights and feedbacks:

Looks and feels like created by the 5-8 peoples in a week or two under professional guidance.

Still the game feels much over-tuned - not sure if it's good or bad, but it loads much content in front of face at from the beginning (similar to be a full game)

Much colorful objects in scene but not sure if any of them are collectables (like; pumpkins, books, etc.)

I would recommend a very simple and clean start levels which would show the core for player actions & environment system for the player.

Special attacks are much fun, but maybe too powerful - while also good feature when big swarms appears.

Gun is a nice feature - but not sure how to aim and where to get bullets and are those bullets how rare.

Not sure how gun (or other attack skills) behaves against enemies and how much dps those make

Gun in a hand seems to make "high sharp dps shots", but it seems to feature a some sort of grenade launcher.

Character moves by walk quite slowly especially when in the chaos - while the rats acting like the pigeons after seeds which is appears a bit unbalanced from starting. I would recommend to try make character run as default and be able to walk beside running (toggle switching or used while pressing)

Game enemies wave balances are not greatest but not the worst also.

On the roof copter arrived before defeating vampire - not sure if intended.

Tab as a keyboard action key working bad in web games played windowed, but with fullscreen works with no problem.

Auto-sword attack option would be nice addition since player tries to focus managing spells and moving/sprinting & gun handling.

Otherwise player could be able to perform combo-strike attacks (3-strike increasing combo attacks for an example)

Finding and picking up new swords/spears to use as a melee weapon would be just awesome feature for this concept.

Auto-guns like standing turret are fun supportive units also.

Player character appearance (for the face poses and pistol appearance for intention of work mainly) could need more tuning for details.

Environment is very tight and dark - much shadows especially in "upstairs" which is frustrating.

Guidance is well high-tuned and working, and guidance arrow becomes handle when realize to start watching it - It is visible all the time in there and no pauses during progress in levels.

Bubble-shaped spiders and laughing girlish minion witches are mine character favorites while other creatures works quite much for the slaughtering provided fun only for a some time.

Developer

Thank you very much for such detailed feedback. Yes, there are a few ambiguous points in the game that might be confusing. I’ll fix a couple of things right away: I’ll enable auto-attack as default for the mobile version and increase the movement speed.

Thanks again for the detailed review; I’m glad you found things you liked in the game.

Developer

I just implemented auto-attack for mobile (it was already available but hidden in the settings and not enabled by default). I also added a few more hints regarding auto-attack and how to get ammo (the gun only reloads when you kill monsters).
Thanks again for such valuable feedback!