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A jam submission

KatalightView game page

Harold is at the crossroad between good and evil which will he pick?
Submitted by Soul Narrative Games, JBo (@JBOStudios) — 2 hours, 21 minutes before the deadline
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Katalight's itch.io page

Results

CriteriaRankScore*Raw Score
Therese Award for Strength: Combat#192.3092.667
Harold Award for Excellence#242.4252.800
Oldhar Award for Literature: Story#242.5402.933
Hrld Award for Graphics: Visuals#282.4832.867
Marsha Award for Music: Sound#302.3672.733
Lucius Award for Laughs: Comedy#351.2121.400

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Notes from my playthrough:

There doesn't seem to be much difference in damage when using a strong or neutral spell

When looking for the thief, it's not clear that you need to look at the houses unless you try to exit the village, and even then It's not clear which house needs to be investigated.

Newbie dev error: locking essential items behind gold paywalls. It's possible to soft lock yourself if you break your lock picks and/or forget how to properly pick locks.

Shady Larry sells two water orbs instead of having an Earth orb.

I don't understand why a "open/no" choice box when entering the castle is necessary.

Annie calls me a meanie even after I gave her a potion and told her the right directions.

Trees are spaces such that it's possible to move between them.

As noted by others, it really sucks that the orbs are only usable in battle.

---

This is an OK RPG. I suspect many of the problem points are due to trying to make a full RPG in a short time, plus inexperience. I liked that you included custom enemy battler art despite the clash in art styles.

HostSubmitted

Seemed like a straightforward jrpg, with at least a few little things to help it stand out. Custom art was pretty cool, and the depth of the karma system at least made me think twice about my decisions (I chose evil) and added some replay value.

Personally I felt the limited skill uses detracted from combat, as simply wasting a turn in combat to refill was all it seemed to contribute. When other skills are noted not to be refillable, that also disincentivizes players from using them, even when they should. Items weren't that hard to get, so there wasn't meaningful resource management as far as I could tell. I'd definitely suggest a different way to use limited skills, or abandon that mechanic altogether for future jams. 

Lockpicking was just a bit of simple memorization (and a notepad made it trivially easy), so perhaps an alternative would have been nice there as well.

Thanks for another cool Harold jam entry!

Developer

Thanks for the feedback, I am glad you liked the karma system. It was my partner (JBo) that implemented the limited uses I think it's good in concept but it's like what you and many others have said just refilling the Elemental skills with items only can be cucumbersome. The ultimate skills you learn by obtaining the books are meant to be limited skills.

Submitted

Fun entry with a very jRPG-ish story, I started off by lockpicking my way to all the loot, but then realized I was being graded so I went full goody two-shoes. Ended up getting the evenly-balanced ending. I may at some point replay it to see the (presumed) other two endings. Now some thoughts:

  • Wasn’t a big fan of the limited skill system implementation for a few reasons: 1. the only way to refresh them is to use an item that’s only usable in battle, 2. Those skills also had mp/tp costs, and 3. some didn’t seem to have refill items, making them “save this for the last boss and/or probably forget it even exists”
Submitted(+2)

I got the hapless sinner ending. The lockpicking mini game was fun and interesting. Battles were nice, not too hard with the exception of the goblin kings (but that's also because I started with the wrong ones). One thing I would suggest is to allow the orbs to be used outside of battle. It made it feel like a chore. The doors of the houses weren't set right on the grid, so it looked weird to see Harold enter a wall.

The custom battlers were great and the title screen looks amazing.

Developer

I'm glad you enjoyed the game, many other people said the balance was off so it's a surprise to here the contrary. As for the orbs healing outside of battle, it was something we tried to implement but it wouldn't work unless you were in battle.

Submitted

That is an interesting implementation of a lockpicking mini-game! I found the limited use of skills a bit cumbersome as you can only use the recharging items in battle.

Submitted

Some of the spelling and grammar of the dialogue needed some work such as typos and the wrong use of apostrophe or commas. A proof read was in dire need here.

The custom art was lovely, one of the things that made me want to play this entry was the lovely thumbnail with the cool cape! However there is disparity between the quality of some battlers such as why the fire goblins were so pixelated and a different style compared to the thicker style of others.

I also found it weird that the thief just had goblins with him with little to no explanation.

The ‘choice’ aspect of this entry is really underused and basic, it feels like no choices have any immediate impact or weight to them to make it feel like they matter or give any weight to my decision making.

The lock pick system was interesting but the tutorial should have been given before you can just out right waste your lockpick without knowing how it works.

The mapping is not great, it’s a lot of square shapes of grass and random pathways with the same rows of trees. It’s the most uninteresting part of this entry is the forest maps between the towns.

Some effort was made to build a relationship between Harold and Claire but I feel it could have gone further.

Battles were a bit iffy in terms of balance and could have used a lot more work.

Developer (1 edit) (+1)

Thanks for giving a thorough critique of our game. We will definitely release a patch fixing some of the issues after the judging period is over.

Although, I am curious how would I go about improving the overall impact of Harold and Claire's relationship in your opinion?

Submitted(+1)

Liked the use of custom battlers. While they didn't quite match the rest of the art style that's not a deal breaker in a game jam.

Mapping, grammar and punctuation all needed some work (one of the bosses was named "Theif" for example) but were serviceable. Battle balance was a bit wonky with bosses having some overpowered skills. I appreciate that there was an effort to make lockpicking into a mini-game, it was pretty original if a bit simple how it was implemented.

Interesting concept with the morality thing also.