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A jam submission

CrueldownView game page

Cooldowns are prescriptive.
Submitted by Sawyer Friend (@AxialRPG) — 9 days, 7 hours before the deadline
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Crueldown's itch.io page

Results

CriteriaRankScore*Raw Score
Music#24.0004.000
Story#33.5423.542
Gameplay#43.6253.625
Overall#53.7503.750
Comedy#162.5832.583
Graphics#172.5832.583

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I played only the Harold and Marsha stories but after that I decided I had seen enough. The battle system seemed interesting at first but in both the campaigns I played there was no reason not to just use attacking moves whenever they became available (Or harold’s buff skill, if a non-red attack was available). I never used the dodge moves, and never felt like I was in any danger of dying despite this. So with both characters I very quickly fell into doing the exact same thing each fight, and I was never forced to change my strategy. Writing was good quality, but I wasn’t particularly invested in what was going on, except for very quickly hating Oldhar (though that might be intended) Graphics were RTP. Music was good but didn’t necessarily fit the visual style which I can imagine would probably bother some people, but I didn’t mind it.

Submitted(+1)

Crueldown is an excellent strategy game that takes you through the adventures of Harold, Theresa, Marsha, and Lucius, with the opportunity to unlock additional RPG Maker characters as you progress. Each character has their own unique ability set, adding layers of strategy and requiring different approaches for each scenario. The game excels in its battle mechanics, utilizing a well thought-out cooldown system that demands careful planning for every action. This mechanic adds depth and complexity to the gameplay, making each encounter a thoughtful challenge.

The story, while not the focal point, serves its purpose effectively, setting up the gameplay and providing each character with their own mini story arc. These arcs add an extra layer of engagement and make the progression feel more rewarding. The chiptunes-style music is a perfect fit, adding a nostalgic charm that complements the strategic gameplay.

The difficulty balance is noteworthy. Some characters and scenarios are manageable, offering a breezy playthrough, while others present a significant challenge that can lead to being completely annihilated. This variability keeps the game interesting and ensures that players are constantly adapting their strategies.

Overall, Crueldown is a standout entry in this year's Harold Game Jam. It combines strategic depth, engaging characters, and delightful music to create a thoroughly enjoyable experience. Whether you’re breezing through battles or getting crushed by tougher foes, the game keeps you engaged and entertained. It's a great testament to what can be achieved with thoughtful design and a clear focus on strategic gameplay.

Jam HostSubmitted (1 edit) (+1)

What a fascinating battle system! While HawkZombie proved it's not immediately intuitive, I had it pretty well figured out after 1.5 battles using Harold, and by the end I had figured out each character's optimal strategy. Good music, too. I think it would have been cool if Reid's OHKO path was just a bit more hidden, and maybe a way to get each character a similar fast path to victory. I liked the references to past Harold jam entries and HTML lore.

Two things that stuck out to me during the course of the game:

  1. Why is there on-map movement? It never serves a purpose. It would have made more sense to have the cutscene handle moving to the next location.
  2. No action sequences, not even animations? It made it a little hard to tell what was going on in the battle until I was familiar with the characters' move sets and made the battles overall feel lacking in visual pizzaz.

Overall, a pretty fun entry! Nice job!

Developer

Eyyyy I'm glad you liked it!


Yeah, the map movement was mostly just a response to previous jam entries, people seem to get uppity when you can't move your character even if it adds literally nothing to the game hahaha.

As for the lack of action sequences, that was largely done for the sake of brevity (the game already goes dangerously close to the 45 minute point if not exceeding it, and I think if every skill had an animation it could quickly go over the edge). Nevertheless it's not an element I take great pride in, and I had to cut quite a bit of content already just to make it short enough, so really I think the lesson I learned this year is that the fighting game format probably isn't a great fit for Harold Jam hahaha 

Nevertheless, I appreciate you playing and enjoying the combat!

Submitted(+1)

3 characters down! I can't wait to finish the game but I have work tomorrow! Harold's got some major burst damage. Dodging is for nerds! Therese is one of the coolest to play. Setting up her ultimate is really fun (and maddening when I do something stupid and miss my chance). Lucius is very sexy and straightforward. So thrilled he made an appearance! I would have loved to collab on his dialog. He did die to Therese a few times because I played right into her ultimate and just thought she was hella OP. 

More later!

Submitted(+1)

Alright no, I didn't stop playing like I should have. Got to play with the rest of the characters! It's amazing how many strategic variants you came up with. Reid was perhaps a little OP though with his turn one 24 damage attacks. Great story, love the character selections from the various jam games as well as the tefka-verse crossover. This one really hit on all cylinders for me. Awesome entry!

Developer

I was more excited for you to play this than anyone else just because you're pretty much the only person on the planet that gives anything approaching a damn about Tefka stuff hahaha. I think in a way with Paragon Lucius, the soundtrack (and what Tefka does to it), and  the Tefka story culminating here, I probably subconsciously made a lot of creative choices hoping you in particular would see them hahaha!


Thanks a bunch for playing, and for coming back to participate this year!

Submitted(+1)

I got to punch a god in the face with the power of friendship / 5.

A very clever way to make a point about cooldowns. I think you defended your thesis adequately - not a home run, as the game doesn't hold up as well as re: Punch or RATD in terms of strategic depth, but the character variety was (mostly) a plus and there were still a lot of cool interactions.

Balance among characters was a spot that I felt could've used improvement, as well as conveying what certain things did a bit more clearly. For example, playing against Therese was a nightmare unless you'd used her beforehand, as it was unclear what triggered a very specific ability of hers. Oldhar felt amazingly OP as befit a "boss" character, but it at least felt earned, unlike the Reid exploit that was just game-breaking and unfortunately took away from otherwise clever design.

The music was great and I liked that most characters had unique themes.

RTP graphics felt OK but the missing animations took away a lot of the "impact" from battles IMO. I would have included them but set the defaults in YEP battle core (or whatever the MV equivalent is) to Fastest speed. Just my preference.

The interwoven story was one of the best parts. I almost didn't play the unlockable characters but felt obligated to see their story lines and am very glad I did. I don't think there was as much humor or heart as in your more traditional RPGs, but that felt partly due to the tournament format.

A few minor bugs: One of Harold's skills has a typo regarding the type of damage avoided, and there are some "phantom" character selections available from the player select screen.

(+1)

Awesome battle system. You have a knack for making these non-cookie-cutter strategic battle systems. Being able to see the enemies crueldowns and planning how to spend yours in conjunction with your skills was super enjoyable.  

One very minor thing, as one of those "mouse" rpgm users haha, the "character"/indicator on the "map"/menu was working a bit funny in tandem with the name display :D

 Great job, this was really fun to play. Loved it!

(+1)

EXTRADIMENSIONAL TOURNAMENT ARC!!

(+1)

Other than the combat being super confusing (I won but for the grace of God) I really enjoyed it for what it was.

Submitted(+1)

A good implementation of cooldown system once you get the hang of it. I like the piece meal backstory of each character as you play through. Good set up for the epic final battle! My team killed god without even Reid needing to show off his op combo.

Submitted(+2)

Roses are red

Cooldowns are bad

This game is good

It convinced me they've got their place in an ecosystem designed around them

(+1)

This was quite a good one.

Gameplay: Well it was all combat so one game where I don’t have to seperate them nice. At first playing Harold and them Marsha, I didn’t quite get it cause it felt like you could win spamming the biggest moves every time they were available. Then I play Therese and the joys of the system really opened up for me. It became a lot more tactical and thoughtful and I need to manage my cooldowns better. If you ever push on with the system, thats the level of difficulty to go for. Its a fun system and trying to keep cooldowns on the foes was really the part that shone for me. Good job.

Music: This will be hard beat in this category, the soundtrack is fantastic. Bopping my head and singing away will all the melodies. You have a great knack of people listening intuitively knowing where the melodies are gonna go. So you can sing them first time before you hear them. Its a great compositional skill and I loved it.

Story: One of my faves, having to score it on 40 minutes so 4 runs felt like I didn’t quite get the best of it and how it all came together similar to a few entries. I’m still unsure if the for example Marsha I played is the same Marsha I fought as Harold, I feel like they’re both Magical Girl Marsha but both different timelines. Still great job.

Graphics: Its a game jam and something had to be sacrificed and I guess this was the sacrifice. Still the rtp looks nice, the maps weren’t quite of your usual standard but it was serviceable.

Comedy: I chuckled a couple of times, especially at Lucius, he was def this games comic relief.

Overall: A really good effort, with cool narrative fun combat. Everything one could ask for from a jam game.

Developer

Thanks a ton for playing! This was really good feedback.

I know you had to cut short before finishing so you could rate the game within the 45 minute mark, but I am curious if you were able to play any of it past that point? If you enjoyed everything up to this point, I would love for you to see the climax of the game even knowing it won't affect my score!

Thanks a bunch, I'm glad you had fun!

Submitted(+1)

A bit below what I expected. I'm... conflicted to be honest. Like, I had some fun playing it.
Premise is great, love what you presented as the story, seeing all these characters fight for their own reasons, but even then it could've been more brief, I clocked at more than an hour despite how quick battles were, and the final payoff could have been better, so I can't rank it 5 in story.

As for combat, except for Therese whose game plan required me to understand the opponent and was actually really cool, and Oldhar which could buff its defense twice per turn, everyone else's META was different levels of Use Attack, then End. To the point Tefka had no impact because I killed her before Lucius and Reid got a turn. Heals and Dodges were very underpowered, maybe because you wanted them to be symmetric. I'm very curious to see this battle system expanded but alas, I have to judge your balancing as well.

It would be fine if battles were attractive but the lack of any animations, even RTP defaults, saddened me more than the occasional "Reid instakill combo" situation, so the only tad of flavor i could capture from combat were skill names (which were pretty cool, I wanted to see them in action so much). Lack of feedback also made many of the enemies' skills feel pointless because you can't deduce Low Morale's effect before playing as Therese and it was hard to notice Brave reducing Oldhar's cooldown that flashes on screen once every two seconds.

I see what this game could be, it's just not in front of me, and that makes me sad. Can't rank it too low because I wasn't not invested but the lack of balancing killed the payoff.

Submitted(+1)

Overall: It was a good little jam entry, short, sweet and had options at the start, which is nice. I only played Harold but I might go back and try the others.
Gameplay: I liked the novelty of the fight system, but I had the victory strategy figured out quickly and then it just became "Press buttons until next section of the game" kind of fight. Not bad, but I wish there was more strategy.
Music: It fit the vibe fine.

Story: I also fit the vibe fine.

Graphics. They did the job and set up a well defined place to fight. They didn't have to do more than that, so they fit well.

Comedy:  I think you know how you scored here, and that makes me wish that comedy it's self wasn't a category. Maybe we should be asked to score a game based on how strong it vibes with it's own theme or something.  But that's just a thought.


I liked it for what it was. Short, simple and it worked front to back!

Submitted

Got to playtest pretty much the final build of this so I'll copypaste my feedback from there. Will rate once I'm through my queue.

Overall: Addictive is the word of the day. It's hard not to get lost in the story and the gameplay stays engaging with the different characters' playstyles. Wrap it all up in an 8-bit bow and you have a certified Sawyer classic. Thanks for sucking up two hours of my dev time.

Gameplay: There's a lot of moving parts that form a classic Sawyer battle system here. Harold is simple enough to be a tutorial without any handholding, while characters like Therese and Lucius are more strategic and really play into the cooldown concept. Unfortunately did suffer from a few quirks such as characters becoming flowcharty and even overpowered in the case of Reid.

Music: While the mostly 8-bit music in the RTP setting is still a bit of a thorn in my side, it's still a great original soundtrack with some of your most adventurous music. Loved hearing the different tones you captured while retaining your classic Sawyer style. Bonus points for Ralph's battle theme using two songs I wrote as leitmotifs!

Story: Loved the way it slowly built up. Wasn't crazy invested on the first route but it is a slow burn that really gets cooking. I love how you get little peeks into each playable character's sub-story that gain full context once you play their route. The ending was unbelievably satisfying too.

Graphics: It's RTP. Few custom fonts and windows but not much else.

Comedy: Tone was serious but you found some nice ways to lighten it up. I'd feel bad giving this category a 2.

Submitted(+1)

Very interesting battle system, actually wouldn't mind to see a more full-fledged combat system around cooldowns like this :P

Story was interesting, too bad I don't know all the references either XD

Great music.

Submitted(+1)

Finished the whole thing just to see how the story played out. Therese as both a character and as an opponent was the only one that really required any strategy–the rest were just same-rotation kills. Also, not sure if you meant for Reid to be able to single-turn kill literally everybody, but he can! :D

The final boss also bugged out and kept going when I one-turn killed it–it healed itself for 2 hp, then when I killed it again the second turn, then the scripty bits took over as expected.

Was fun overall, nice job!

Submitted(+1)

I finish the story of all characters! I actually just want to finish a few of them, but every end cutscene of the characters hinting there are something bigger to see. So I finish them all! And I am not disappointedbecause the ending is worth the hassle! 

The gameplay is good. Therese is my favorite character since you need to plan her skill to use her effectively, while the others I just spam the strongest skill or the one with consistent damage. 

This game also felt packed with a lot of reference to the old Harold jam. . Unfortunately, this is the first Harold jam I joined, so I miss (almost) all of them.

By the way, I can see Eric and Ralph but I cannot choose them in character selection screen.

Anyway, great game! Good job on that! 

Developer(+2)

Haha yup, every character is a reference to a different entry from previous Harold Jams! I'm glad you were still able to enjoy it despite not knowing the references!
Enjoy your first Harold Jam, by the way! Lots of awesome entries this year!

Submitted(+1)

Very nice.  Obligatory Tournament Arcs are truly obligatory.  5/5

Submitted(+1)

I enjoyed this entry! I love the replayability and the different experiences each character provides. Having cooldowns as resources was also a very unique touch. Lucius' variant was very funny xD There seems to be a one-shot way to win using Reid, so I'm unsure if that was intentional. :O Overall I love the intriguing plot and the variants were very fun in their way.

PS: There seems to be a bug in the select screen. I'm not sure. But when a certain char gets unlocked, his sprite below doesn't show up when you highlight his face, but it shows up when I highlight below him. Also, I saw Ralph and Eric but they were un selectable! (This was after fighting the final battle).