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Marketing and Halu both are good for your power, but if they cause your game to perform badly enough to complain about it, just don't use them often.
All I can really say is that on my end, 99% of the performance issues in 0.5 are gone now. The game still lightly stutters sometimes in particularly complex events, but it's very playable at all times for me.
It's also worth noting that games obviously don't only last 20 minutes. If you level up 60 times, and spend a mere 5 seconds on each level up screen, that's a full 5 minutes right there because the clock isn't ticking when you level up. Add in anvils, stickers, making collabs, pausing/checking the menu, some effects like Iofi's ult, and the time it takes to beat the boss after they spawn, and usually games will take a solid half an hour even if you aren't lagging at all.
Technically HoloCure is already "fully released", it's just essentially a "live service" game that gets content updates to expand it. This is a game done mostly in the dev's free time anyway, so it's not really made in the usual game manner where everyone is "all-in" so to speak.
It doesn't work that way. It's not technically the style of the graphics that determines performance but rather what is under the game, such as the amount of objects being rendered on screen or the amount of physics processes being handled at the same time.
A good example of this is Terraria, which has 16-bit style pixel graphics but is very heavy on physics being rendered for things like destroying the land or draining the ocean, especially on large worlds where the game world is comprised of literal millions of blocks and other objects that can interacted with. And that's not even counting the horde events where several dozen enemies with massive particle effects can fill the screen, thereby increasing the workload of the engine to draw and handle everything being processed.
Holocure has a similar issue where the entire game revolves around fighting or avoiding large groups of enemies, especially in the boss fights or levels where groups of enemies do special attacks. Because of this the game engine has to render several dozen enemies at once, as well as the large amount of effects your character has based your weapons or special skills. Also I remember hearing this game's engine only supports one CPU core for rendering, so if the one core that is being used on your computer's CPU to run this game is weak, then you have further performance issues from that as well.
Keep in mind there are full 3D games that can run perfectly on even toaster-level systems, just because they render less objects at a time or because their engines support using multiple CPU cores for better performance. But this game is more intensive because it has you fighting armies of enemies while potentially having constant explosions fill the screen, so it can cause issues on lower-level systems as a result.