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A jam submission

Harold Between Worlds 3: Harolds in TimeView game page

An era-hopping, deckbuilding adventure
Submitted by mooglerampage — 6 hours, 28 minutes before the deadline
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Harold Between Worlds 3: Harolds in Time's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#33.6843.684
Overall#43.7893.789
Music#53.6323.632
Story#73.4213.421
Graphics#73.8953.895
Comedy#202.1582.158

Ranked from 19 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 edit) (+1)

Overall: Beat one boss and hit 47 minutes, but I kinda want to keep going! A certified Moogle classic with all the classic HBW hallmarks and a deckbuilding twist. So glad you and Padr could push through and get this sucker done.

Gameplay: It's a Moogle game; it is going to be good. Didn't really indulge myself in the deckbuilding aspect but I respect it nonetheless. Loving the skill mastery; you're contemplating making me add it to my own game! I just wasn't a fan of items blowing an entire turn rather than letting the rest of your party act.

Music: Some great tunes I recognize from the other HBW games. I don't know if I heard anything original but I hope some of Padr's music made it in. Unfortunately I did not get to do a single song for this game like I promised early on and (Stuck in the) Past Harold did not have Divided by Destiny blasting at max volume during his fight so you get ZERO stars from me. Sorry fellas!

Story: Stuck in the Past anyway I really love the care and details put into the story. The little teeny changes to Reid's village that barely hint at the plot alone bump this to a 4.

Graphics: Wonderful sprites and tiles from the immaculate Padr81. Very convincing 8-bit vibe!

Comedy: Not a core part of the game, but I loved the way you used "Kept you waiting, huh?"

Jam HostSubmitted(+1)

3 things I liked about this entry:

  1. The pixel art looks good.
  2. The battle system allows for a lot of flexibility and experimenting with different characters. I was hunting for OP skills and combos!
  3. Continuing off the previous point, the whole game seems to be built on the concept of flexibility, encouraging player expression - I respect that a ton!

3 things I did not like:

  1. I found the skill learn system a bit overwhelming and confusing. I kinda got it toward the end of my playtime, but I wasn't sure how to best leverage the tools.
  2. Maybe it was because I was playing on Easy, but I didn't see much point in the defensive skills when some of the offensive skills provide defensive benefits.
  3. While having a massive party is a fun concept, it felt too overwhelming for what is supposed to be a short jam game. It might have worked better if each character had a clear, specific niche to fill, but I just felt like Shae was the OP leader and everyone else was along for the ride.
Submitted (2 edits) (+1)

A note: my PC is a potato, and because of this my experience here was filled with plenty of lag. However, not so much to render it unplayable for me (and therefore unrateable)

Great graphics and interesting combat system. Though I struggled to figure out at first what was actually going on with the turns and actions (now I understand that the spheres are essentially action points, each skill spends a differing amount, and each turn provides allows you to spend more then before)

I found the skill/equipment system to be rather strange, some things didn't make sense to me (some characters couldn't use some sorts of skills, but I was able to 'buy' it for them anyway therefore wasting resources, no indication of this provided) and it felt tedious to find the stuff that was actually available. Not saying it's bad, just that I think there's probably a way to better implement it.

I didn't go very far, got one crystal, entered another world. But the story was simply there, good enough I suppose as an excuse to play, but not compelling (I haven't tried any of the previous titles in the series... so perhaps that may have changed my expectations?)

Developer (1 edit) (+1)

Hi LegoNenen,

Thanks for checking out the game, and sorry to hear you got some lag! I didn't go too crazy with the lighting on this one, but I have a feeling it was likely what caused performance issues on your PC. Can I assume it was mostly out of combat or did you see lag in battles too?

I think the skill equip system needed a better tutorial but I ran out of time. While any character can use / learn any skill, some types of skills (body, head, and arm slots) are exclusive, so you may have run into that issue at some point. But if you experienced a different problem and can recall any details I'd be happy to look further into it once the ratings are done.

The story probably would have had a bit more weight playing the earlier installments, but this was definitely not the most plot-heavy game, as a lot of dialog had to be cut for time.

I'm glad the turn system was at least intuitive enough to figure out, even if not immediately.

I appreciate your feedback!

Submitted (1 edit) (+1)

The problem I had with the skill equip system made me a bit afraid to try adding actual moves to characters at first, but I tried parsing out a possible logic (such as magical to magical, arcane to arcane, whatever :P) that clearly wasn't there for everything I was worried about XD.  - but yeah, the only issue I actually had was with head and body.

I didn't want to waste alot of time save-scumming :P

Submitted(+1)

The jam game that played like a real game. Somehow you blew the scope so far out of the water, it shattered the multiverse. 

I giggled gleefully when I returned to a very familiar looking world with one of my favorite battle systems (with some notable alterations). I liked the little cutscenes following the HTLM crew's lives, the soundtrack felt just right, the graphics were retro-beautiful. While I am judging for the jam based on the 45 minute limit, I fully intend on playing through the whole thing! I was able to conquer one world before my time ran out. Part of it was my own addiction to grinding. Levels + skill mastery levels are a black hole for me, and I could be found grinding skill levels on non-damaging abilities, even though I do not know if that does anything.

I don't know if you can help yourself, but I'd challenge you to make a legit 45 minute jam game, instead of these awesome games that would take the rest of us a couple of years to complete.

Developer

Hi Human!

I'm glad you enjoyed the first 45 minutes and eagerly await your thoughts on the rest of the game :D

I actually tried to make this one shorter, I promise! Though I didn't account for how much the new turn system extended battles, among other things. That said, I am planning on doing something completely different next time and will accept your challenge regarding whatever time constraints are imposed.

Followers of the HBW continuity probably got more out of the intro than new players, but I think it was worth it. And Oath Games absolutely nailed the tiles and retro character sprites for the other areas!

Everything else I will leave to you to discover since your playthrough is still ongoing.

Thanks a ton for playing!

Submitted(+1)

Whew! Had a moment to beat the game! There are definitely some issues jam-wise. I only figured out that some slots were exclusive at the fourth gem, so I wasted a ton of resources trying to beef up some characters with armor, only to be confused by why their slots were still empty. Also I really wanted to play lots of characters, but I felt too invested in my 5 person team after they already leveled up their skills and normal levels, so I was pretty much locked into the first random 5 characters. Also of course overwhelming amounts of skills. Since battles were a drain on resources and healing was free, I just always trekked back to the free healing spots, which wasn't very exciting. 

I did find the battles really enjoyable, and I didn't have the capacity to come up with a coherent strategy, but getting crits with my targeted skills was satisfying, as were all the buffs I could use to power up and tank up my crew. I think I was lucky with the Oldhar battle and came in with just the right abilities and items - some aoe barriers and plenty of full party heals. This pulled me through despite him one shotting many team members. 

Aside from the opening scenes and the ending ones, there wasn't much real story, but there's something just so enjoyable about the expansion into the wider RM universe, above and beyond the Haroldverse. It's almost like a cultural satisfaction to recognize these characters (and also want to get to know a few) that are probably meaningless to nearly every living human being on earth.

It's great to see the HBW storyline continue and I'm excited for what next year has in store! TBA!!!!!

Developer

Heyyyyyy! Glad you were able to close out the trilogy.

Yes, the jam format was the game's biggest (but certainly not only!) weakness, and I learned a ton of stuff both about scope control and about how I would want to implement this system within a larger project, should the opportunity arise later.

The Extended Haroldverse and ever-present cameos are one of my favorite things about this series, and I plan to keep some aspect of that alive however "TBA" comes together.

But yeah, all your points are valid, and I've heard several other concerns about not being able to take full advantage of the full cast due to the investment issue (skill levels and permanent skill learning, etc.) I also could have explained pretty much everything related to Attunement and Equip skills about 10x better.

Thanks for playing and sharing your insights!

Submitted(+1)

Wow this is a long game. The art change at the start of the game caught me off guard in a good way. I also love how bouncy the horizontal walking sprite animation in the second artstyle, they are so cute. Too bad the vertical movement isn't too bouncy. While I love the skill-equipment system, I found my hoarding habit preventing me to explore the other skills since it cost materials. 

Pretty solid submission overall, good work! 

Developer

Thanks for playing Reim!

Yes, regrettably the game is much longer than I had aimed for, so I am hoping folks see the disclaimer on the page to only rate the first 45 minutes (but I will be happy if they enjoy the entire experience after submitting their reviews, of course!)

Oath Games did the sprite work for everything after the "shift", and I absolutely love how it turned out.

I do hope to utilize the skills-as-equipment system in a future project. If you have any thoughts on how that system could be made friendlier to players that are uh... averse to spending resources, I'd be glad to hear that perspective.

Much appreciated!

Submitted(+1)

Harold Between Worlds 3 offers a nostalgic trip down memory lane with its charming retro pixel graphics, which provide a refreshing departure from the more commonly seen RPG Maker assets. The visual style alone sets the game apart, capturing the essence of classic 16-bit adventures and appealing to fans of retro gaming.

Despite its visual charm, Harold Between Worlds 3 feels like an ambitious project that struggles with the constraints of a game jam format. The game seems to be a repurposed version of one of the developer's larger projects, and this ambition leads to an overwhelming amount of content and mechanics. In the 45 minutes of playtime allotted for this review, I found it difficult to grasp and utilize the myriad features and systems the game offers.

The pacing of Harold Between Worlds 3 is another area where it falters as a jam game. The story is heavily front-loaded, with a significant amount of narrative setup before players can dive into the gameplay. While the storyline itself is engaging, the slow start may deter players who expect a more immediate and fast-paced experience typical of jam games.

In terms of gameplay, there's nothing inherently wrong with Harold Between Worlds 3. The mechanics and systems are solid, and the game functions well. However, for a game jam entry, it likely needed to be scaled back considerably. A more focused and streamlined approach would have made the game more accessible and enjoyable within the limited playtime.

In conclusion, Harold Between Worlds 3 is a well-crafted game with endearing retro visuals and a promising storyline. However, it misses the mark as a jam game mostly due to its complexity. With further refinement and a more focused scope, it has the potential to be a standout title. For now, it's an interesting but somewhat overwhelming experience that might be better suited for a full-fledged release rather than a game jam.

Developer(+1)

Thanks for playing and for the detailed feedback Frogboy!

Your surmise was kind of correct in that this game was essentially a prototype for a system I am considering in the future for a full-length project. I anticipated it might be too big or over-scoped in a few ways, but also made some miscalculations in terms of fight length and pacing to boot, having had to trim a lot of story and dialogue because the game was already running long.

While I think the mechanics turned out OK, and some players were very invested, others were put off by the level of complexity given the jam format, which is understandable.

Glad you were able to give the game a try and found some elements to be enjoyable!

Submitted(+1)

Oh, for sure! Don't sweat it. I've found that it is remarkably easy to completely mess up a jam entry with one or two small mistakes. I made one game too difficult which completely nuked my score and came very close on this one by setting my encounter rate just a little too high (although I suspect the use of AI, even as a joke, will likely have the same effect on my score this time around :D). But yeah, you've got a solid prototype there. Just need to pace it better and perhaps introduce some of the mechanics at a slower pace.

Submitted(+1)

This game is huge. It took an extra minute to figure out the turn system and that I took some time to realize the equipment items function like skillbooks. Unfortunately, I wasn't in the mindspace to play a game this big, so this game felt like a slow burn I didn't have the patience for. I only went 25 minutes in which was shorter than I'd like but 5 stars seems fair with all things considered.

Developer

Thanks for playing Gensun!

It certainly was too big for a jam for reasons you may be familiar with by now (TLDR: it's a prototype for a system I might use later). I'm grateful you were able to drop 25 minutes - or any time at all, really - into giving it a try.

(+1)

Overall: Time is a flat circle.

Gameplay: Interesting idea turning equipment into skills.  If I have one gripe, it's that bug caused when an active skill is below a passive skill.

Music: Fitting for the graphical styles.  And no Theme6 earbleed!

Story: Gotta love when time-travel plots actually work out.

Graphics: Old school pixel graphics.

Comedy: It didn't feel like you were going for comedy.

(+1)

Hi! I finished in about 1.5 hours overall. Really enjoyed this submission and installment in HBW. You guys make a great team! I built a lot around the Vampire Claw. It was really cool jumping to all the worlds and collecting all of the personalities that are so well established in the rpgm community. 

The critical path was excellent and very clear.

I personally appreciate the on map enemies over RNG battle lol and thought they were very appropriately spaced out.

The Battle system really complemented the attunement system and character collection system as you didn't need to call on a member who wasn't beneficial in a fight against the current enemies.

In some menus it would be nice to see some filters between armor, weapons and even the sub types. 

I did enjoy the system for attunement (specifically thought it fit well with being able to choose from so many characters). I was able to figure it out the attunement system pretty quickly. I would suggest some very minor terminology alterations to further improve and support clarity. For example, in the battle UI Armour skills learned from attunements and Weapon skills learned from attunements are both just under "Weapons", might be nice to align it to the label in the map UI "Skills" which also more clearly covers both armour and weapon skills. Then in the Skills menu you could call the "Battle" section "Learned" or something to align with the "Learn" button when attuning. 

I absolutely loved this entry and the Art, Music, Vibes all nailed it! Great job :)

Developer(+1)

Hey Loch!

Thanks a ton for playing and for your feedback. I'm very open to tweaking the UI and terminology for a potential full-size project and will keep your suggestions in mind.

Great to know someone is using the Vampire's Claw! One of the things I wanted to evaluate from this prototype is whether the advanced weapon skills with "bonus" abilities would be considered viable by players, despite the higher EP cost, and I am seeing that the answer is generally yes, which is awesome :)

Oath Games knocked the sprite work out of the park. (And did some great mapping and other design stuff, too!)

I really appreciate you sticking with it despite the play time going over. Thanks again!

--mooglerampage

(+1)

I was not a fan of the equip mechanic. It felt kind of punishing and an overly cumbersome replacement for a system that is pretty much just ok (regular equips). I didn't like that once an item was 'attuned' it was lost forever.

Submitted(+1)

The ETB battle system works great! If the system ever gets adapted into a proper game, the attune menu will need some rework to be more user-friendly as it is quite clunky to scroll through this giant list of options. At the end, I didn't interact much with this mechanic at all and hoarded items "just in case" lol. The graphics and spritework looks great, and I liked the story. It was a bit long and went overtime to finish it (played on easy mode).

Developer

Thanks Nowis!

The skill learning menu being jam packed with unlearnable stuff would be my top priority to fix in a full-length game, followed closely by the issues with the Wait command as I had designed it poorly.

I'm glad the battle system itself seemed OK and I appreciate you sticking through what ended up being an unintentionally lengthy entry due to the battles.

Oath Games did an excellent job on the new tilesets and map sprites! (I can't take credit for anything other than the 2k3 styled areas)

Submitted (2 edits) (+1)

The purple gem confuses me a bit. I would prefer the x2 after the purple gem in skill cost.

But overall I love the game a lot~ <3

Developer

Ronald, thanks so much for playing! I will definitely address the issue with the format of skill costs if this system is adopted for a future project. 

Glad you enjoyed the game.

Submitted(+2)

What is it with haroldjam 2024 and impossibly long games haha...
I've completed two of the three zones and already clocked in over an hour. Looks and sounds nice, premise is just a better execution of my World of Harold crossover in terms of gameplay loop, so I'm pleased to see all the characters, and the intro is lovely, but story past that is just a few character intros and fun fake harolds, I have yet to see more of the plot. Wish I could have seen more interaction from the characters but alas the game is already way too big.

As for gameplay... There's a really cool gameplay loop here, and the "turn mana" system is a lot of fun, but between me not playing the earlier games, the sheer complexity of how many parameters and buffs and debuffs and skill effects and resources I had to maintain each battle, skill masteries which didn't seem to do anything, as well as both not having any sort of autosave (game overs in a jam setting are painful) and me not knowing there was a shop or inn so I had to stress with 2 potions and no heals for a while, all combined to a stressful (even if mechanically rewarding) experience.

Going into a bit of detail, the tutorial for binding equipment to your characters wasn't great so I accidentally avoided the mechanic for one entire zone (i didn't even have an Equip menu option!) and having started with the Future first the holes in the wall for shops looked like the other non-interactable holes and terminals and machines in the wall, and I couldn't parse the signs as signs. I only wrote all this so you know what to avoid in the future.

My only wish is that the game had simpler combat and 70% less roaming enemies. Combat seems pretty deep and customizable but while I would gladly play a longer game, it challenged my patience as a jam game.

Developer(+1)

Hey Nate, thanks for playing and for the great feedback! Sorry a lot of the design elements were unclear and stress inducing.

Regarding the story, unfortunately it's all at the beginning and end. You can probably figure out the point in the development cycle where we realized that A) there wasn't time for more character scenes and B) the game was already too long for more of them anyways.

Tutorials were absolutely a weakness of the game as I had to assemble them hastily on the last day along with the entire endgame, basically.

I should've left Autosave on in hindsight. I though "save everywhere" was good enough, but that was probably a poor assumption to make.

Skill masteries are very subtle and only add a few extra points of damage to lower-tier skills. The effect is more pronounced on State-granting skills (or should be anyways) as well as the higher EP skills. Might have been too subtle especially in the jam format where you almost never get past skill level 3. Lessons learned.

I'm glad the consensus is that this system would be better for a long-form game since as you have discovered by now, evaluating that option was the point of making this prototype.

Much appreciated input as always.

--moogle

HostSubmitted(+1)

So, after 45 minutes in real time, and then 45 minutes in in-game time, I made it to the final boss, but I couldn't defeat him even within the time limit based on the in-game clock instead of real time. It was a massive difficulty spike, the dude was basically dealing 80% damage on a single party member each turn.

Anyway, the biggest issue with the game here is bloat. It's a pretty great full length RPG trapped in the body of a Harold Jam entry, and thus in my opinion gets hurt in both directions; it has to rush itself in order to meet the criteria of the jam, but it also has so much content that it can't meet that criteria at all.

There are, like, 100 different weapons (all of which you must scroll past every time you want to equip the new item you just found), five party members in battle, at least 9 different playable characters which I'm certain I didn't even find all of them since I randomly recruited RATD Reid while I was trying to find where the game's easy mode was located, and the sorta Hearthstone FTB system the game cultivates kinda necessitates enemies be needlessly spongey to facilitate the procedural growth that occurs between turns. This all wraps together to make a game that feels like it's way too much. It was very overwhelming, but in a way that I think would have been easy to digest if the game had more time to breathe and be a game instead of a jam entry. The fact that 90 minutes appears to be the expected runtime of the entry really speaks to this; I gave a pretty generous pass last year when the game nearly doubled the time limit, but after seeing it happen again this year it's really difficult for me to reward a game that can't seem to control its own scope like this, even if I did have a lot of fun.

The combat is excellent, this is a system that I would have loved to see in a 10-20 hour RPG easily. I hear this every year and you probably do too, but I would love to see this system expanded on in a future project of yours. However, this system is really held back by being in a jam, and its attempts to compensate for that end up hurting the rest of the game within the context of a jam. There are a bunch of enemies, each takes 5-6 turns to kill seemingly by design, the bosses take *eons* to slay, and even just navigating menus filled with so much fluff eats up a ton of time. There's also the prologue where you play as Reid, which, while very cute, really overstays its welcome and lasts a solid 10 minutes when I honestly think it could have been cut entirely without really affecting the game much overall. 

I definitely don't want it to come off as this game being a waste of time; it is not, I had a ton of fun exploring the systems and seeing these characters from different games I love (it was really cool running into Reid only to discover it was MY Reid!) However, as a jam entry, I feel it didn't *respect* my time, in the sense that it kinda just ran as long as it wanted to without consideration that I may be in the middle of a voting queue, playing several entries, or simply playing games in the jam expecting concise, casual experiences. It's a really great game, but not so great as a jam entry, if that makes sense.

I know this probably came off pretty negative, but time is one of the most valuable and difficult to manage resources in a jam, both as a dev and as a player, so seeing this game spend its time so flagrantly kinda rubs me the wrong way. I still really like it, and I *implore you* to find something to do with this system in a future project, maybe after Moonfell or something. But, like I said before, it's a great game trapped in a jam's body. It needs a little room to breathe.

Developer(+2)

Thanks a lot for playing and for your detailed thoughts on the experience!

There has been some discussion on these points on other forums (Discord etc.) so most of what I'll say here is for the sake of other players / prospective players.

Just to save folks some suspense, this system was designed as a prototype for a full-length game I was (and still am) considering, which as was pointed out would need to be after Moonfell. Assuming the system gets traction enough to move forward with, I still have no clue when such a project may occur, but it's an exciting prospect for down the road. Maybe.

Because of the above, I kind of had to push the content to the max as a litmus test to see if it would even gel. Wasn't the most prudent decision to start with a sort of mechanical architecture and build the game around it, but it's what I was able to come up with in the limited time I had. I should have predicted, but didn't, that ETB (energy turn battle, the sort of Hearthstone-esque turn system where each side gets an increasing number of actions every round) would significantly increase battle duration by at least 2x what I had allotted for. That combined with almost tapping out of the jam a few times due to IRL conflicts (and losing some dev time accordingly) led to a very awkward moment less than 48 hours before submissions closed where Oath Games had to talk some sense into me in order to get the project delivered at all, much less in decent shape.

The final boss is definitely too hard and demands either being over-leveled, over-geared, or bringing in some fairly specialized tech in order to compensate for his attacks being over-tuned. My apologies to anyone that faces that fight blind, and nobody will judge you for turning the difficulty down to Easy for one fight (the NPC to talk to is in the main hub, the guy on the right).

So, yeah a bunch of small misfires, though for the record, I didn't really read your comments as overall negative but there were some valid issues as well as some more subjective things that I broadly agree with! On the other hand, I'm glad the general consensus (so far) is that the system itself is fun / worthwhile despite the hangups.

Anyways I appreciate your feedback as well as sticking through the game until the end!

HostSubmitted

With the additional context that you almost didn't cross the finish line, I have to wrap around and express how mega impressed I am that you got this out! It's definitely way better to give us too much game than no game at all, so I'm really happy you guys managed to pull through.

Submitted (1 edit) (+1)

I'd absolutely love to see it as a full length game, given more polish, better tutorials and fixing bugs (if you wait as your last action the wait doesn't work, etc).

Submitted(+2)

Very fun entry as always! I loved the Rm2k3 graphics in the beginning and how it transitioned into NES-like pixels which were fun to see! I'm also very honored to see Klein as a guest character in this along with the other cool chars! I love that there are a ton of options to customize your party's skills via weapon/armor equipment. The battles were fairly balanced and I enjoyed the challenge when it was present. (I played in normal mode). I finished in about an hour and a half, so that was a good time spent. Amazing job! <3

Developer (1 edit) (+2)

Thanks so much for playing Starmage! Also I appreciate you letting me borrow Klein for this entry.

If you don't mind an additonal question or two: Do you think a longer form game with this battle and skill system would be interesting? Were there any specific elements that felt confusing or imbalanced?

I had intended to put some "survey" questions onto the game page but ran out of time haha :)

Submitted(+1)

Of course moogle! And yes, I do believe the skills system along with the battle system would work very well in a long term RPG, since there's so much customization and it would be fun to see made in a longer game where players have more chances to explore different builds. <3 I'm not sure if I found anything confusing since the skill to equip system felt straightforward, but I imagine it might overwhelm some people having that many options at the start, but I didn't mind it. xD