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A Harold Between Worlds's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Harold Award for Excellence | #1 | 4.058 | 4.278 |
Therese Award for Strength: Combat | #1 | 4.164 | 4.389 |
Marsha Award for Music: Sound | #5 | 3.531 | 3.722 |
Hrld Award for Graphics: Visuals | #8 | 3.742 | 3.944 |
Oldhar Award for Literature: Story | #12 | 3.320 | 3.500 |
Lucius Award for Laughs: Comedy | #27 | 2.108 | 2.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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As far as pure enjoyment goes, I feel like this game gets top, top marks. From the get-go, the open ended exploration, Legend of Zelda style overworld, dungeons and gameplay, combat, and meaningful choices all made me really intrigued and excited for each additional step. Typically I'd say an open world jam game is a bad idea, but you somehow mastered the scope, and there was not a moment I found myself feeling my time was wasted.
Combat felt like there was a best strategy of tanking some hits, then unleashing devastating bursts of damage. This basically "solved" all the bosses in my experience. However, this was still really satisfying every time, and figuring out the battle system (never played Bravely Default or Octopath) was a big part of the fun.
Story struck me as bleak and serious, and yet you also managed some funny lines and references while avoiding breaking the overall feel. The Visual style was quite a treat too, and I'm sure players will enjoy it, even without knowing the inspirations.
Super fun game, and one I'll be adding to my "revisit this after the jam for sure" list!
Thanks for playing Human! Was eager to see what you thought of this one compared to my previous jam submissions.
Honestly there were a few points during the dev cycle I was thinking "am I the only person that's going to find this fun?" and I had to make a choice whether to stay the course or pull back a bit. (the difficulty slider was my 11th hour compromise)
You're probably completely correct about that optimal strategy; while I was able to support at least a few different playstyles, some are objectively better than others. I don't know if that's a problem that can/should be solved per se, but it's still always on my mind.
By the way, since I'm assuming you completed the game, which route did you go? Also if you're looking for an extra challenge that is very difficult to turtle against, there may or may not be a hidden boss from another RPG maker engine lurking somewhere...
I like the off hands approach this game has with you, it gives you just enough information to get started and leaves the rest to your own pace and sense of discovery. I felt that respected the adventurer in me to go as I pleased with the non-linearity of the design.
Probably one of my favourite entries due to the unique approach and LOTZ style it has going for it, which is unlike other entries. Battle mechanics and system had thought into it and wasn’t just pure attack mashing.
All the music and sfx was deliberate and well scored, whether it was custom or not it absolutely fit the aesthetic and vibe. I have not seen a tile set like this used often before so it was refreshing visually and auditory.
The whole thing had a dark brooding vibe going to the world but I would have liked a bigger hook in the story to make the overall game more compelling.
Games a bit on the long side so I have unfortunately not finished it, but have enjoyed my time with it, there’s a lot of effort and love that has gone into multiple facets of this entry and you can see it.
Very well done!
Thank you for the excellent feedback Charlotte.
I wasn't sure how well the free exploration and non-linearity would be received but it seems like that's resonated fairly well with most players. In retrospect I do wish that I had made the initial story hook more prominent as most of the real backstory is gated behind the post-boss cutscenes and I appreciate the folks that have pointed out the need for a more compelling intro.
Regarding the aesthetic, I surprisingly couldn't find any RMMZ conversions of the 2k3 tile set and ended up making my own, which was time consuming (especially those blasted autotiles as they work differently in 2k3). It was very worth it in my opinion however. And I am very glad the overall vibe and atmosphere seems to have come through as intended.
It was a joy to make and a it's been a joy to see people's responses to the game.
Haven't finished yet but I do want to get some words out. I was pretty scared of this one as a potential front-runner and what I've played so far absolutely proves it.
Excellence: Just a genuinely well-designed game. There were some snags here and there including instances where I couldn't attack in the overworld, but outside of that this is just a genuine cut above the rest. It feels so much more substantial than most of the other entries in this jam.
Combat: Amazing for a jam game. Loved all the unique battle mechanics and how well they were described in the manual. Boss fights were challenging too!
Comedy: Not a ton that I've noticed, but I really loved the twist on the "It's dangerous to go alone" guy.
Sound: Custom music lent itself well to a very Final Fantasy feel.
Visuals: Repurposed RM 2003 graphics look amazing and fit the SNES/Zelda vibe super well.
Story: Mysterious, classic, and does well to service the game. I feel especially bad rating this the way I have considering I'm not done; there could be a fantatstic plot twist I'm missing out on.
Top 2 game along with Re:PUNCH and I haven't even finished it yet. Fantastic work!
Wow, thanks DJ!
Glad you've enjoyed it so far, that means a lot.
I figured after last-placing the previous year's Harold Jam I was due for something other than a 5 minute meme game.
Admittedly most of the humor is buried in silly references and Easter Eggs. I think that and the writing are points that I can improve most* on overall.
Also, yeah I wish that janky overworld combat didn't randomly misfire!
Man, this entry was such a mixed bag for me. On one hand, I absolutely loved the oldschool zelda vibe (and references) it had going, but on the other, I ran into a few bugs that were pretty bad. Here’s some feedback on my playthrough experience:
Hey Aesica! Thanks for the feedback and sorry to hear you ran into those bugs.
I had in fact received some input on major bug #1 on your behalf; un/fortunately, it only occurs when the Red dungeon is completed exactly second, which I missed during testing. Apologies for that, I would have understood if it ended your run but was glad to hear you were able to hack through it.
I hadn't heard about the fairy fountain bug previously - any chance you can recall whatever the first item you upgraded was? I should also mention, the VS Crafting system expects any items you're trying to use as materials to be in inventory rather than equipped; I've noticed that has tripped up some players as well (not sure if it's what you experienced or if you mean it literally wouldn't launch the crafting menu after the first time).
For better or worse, Defend was horribly OP in this game and probably just about mandatory to conserving HP/MP/AP and stashing Brave Points, which was the "meta".
One thing I love about designing battle systems: you never know how the player is going to interact with them.
One thing I hate about designing battle systems: you never know how the player is going to interact with them.
I'll definitely take your experience into consideration for future endeavors. I intended there to be a lot of "correct" solutions to combat - and for the most part hit my goal - but the fact that there are still "un-fun"/slog play patterns is something I'd like to address.
Yeah I used a lot of defend for that very reason too. Drain, defend, drain, go berserk with the multicast thing when needed, or to finish off a boss.
I really enjoyed this game! Battling was fun (although I sucked at initiating it properly), visuals were great and when the story started I enjoyed it. It took me until the second dungeon to realise I needed to go through the locked gates xD
Minor nitpick: while I enjoyed the slow start of the title screen when I first booted up the game, it was a bit annoying whenever I got a game over and wanted to get back into the game asap.
I appreciate your feedback and am glad you enjoyed the game!
There was supposed to be a "push any button to skip" for both the intro splash screen and the title fade-in, but... I couldn't get it to work consistently for some reason.
Relieved that the buggy map combat wasn't too bad as well :)
I adore the classic Legend of Zelda tribute. I grew up putting dozens of hours into Link to the Past, as well as the OG Legend of Zelda on NES, so the limited map size and the overall "tone" of the game - guideless exploration, dungeons and puzzles, overworld enemy behaviour - felt a bit like an old friend. The music especially, there's nothing quite like that old-school sound font.
I enjoyed the Brave system and appreciate the difficulty options. I think this was good marriage of Zelda overworld gameplay with RPG combat included.
I appreciate your feedback and am glad to be in good company where boundless Zelda-inspired nostalgia is concerned.
This is one of the longer ones, but so good. Deep mechanics, choices that affect the story, and all presented in a consistent retro aesthetic. I also appreciate the non-linearity of the design. One of my favorites from this jam for sure!
Thanks KV!
Your input during the testing phase was super beneficial to the quality of the finished product :)
I like how you used the Legend of Zelda method of discovery and trial and error teaching strategy to make the player learn the game on their own. I can tell you are well versed in teaching players invisibly. Although the lack of a story hook minus Harold's dark nature and seeking the villain wasn't enough to stay invested. I will say, this is a pretty well-put-together game and the puzzles were fun.
I appreciate the feedback Kazuki!
Front-loading the story more would have been good in hindsight; I liked the idea of just being dumped into the Dark World as a LoZ tribute though it wasn't the best narrative choice. Glad the other parts of the game were enjoyable :)
It didn't take until reading the in-game guide book did I actually had started understanding the game. Once I got past that, I started to really understand the strategic depth and I can see this scoring pretty high with battles. I didn't get to figure out how to beat the final boss though even when I only just figured out that I can stun monsters on the overworld.
The choice of Rm2k3 graphics were really interesting and I swore they looked a lot better when I was a kid. They had this sharp contrast between dark fantasy monster sprites and cartoony background tiles. Definitely had the feel of a mishmash of aesthetics thrown together from those early days of Rpgmaker.
Still, nice to see a Zelda-esque game making it past the finish line
Thanks for the feedback Gensun!
Sorry to hear you didn't get to see the ending. I may have gone slightly overboard with the combat this go-around!
Any tips for the final boss? I could give it one more go!
WARNING: SPOILERS
Absolutely!
There's a hidden Relic that mitigates Dark damage (their strongest attacks) and provides a pretty good stat boost. You need all 3 of the dungeon treasures to find it, and the entrance is within 1 screen of the starting area.
Otherwise, the big bad is weak to Holy damage but likes to increase his defensive stats, so finding the right time to use those Light Arrows (which remove certain buffs) is important.
If you took the "light" path after each of the 3 bosses, you can unlock a special power by casting all 3 Summon skills in the same turn using Brave.
"Dark" characters will probably need to keep Steady and Reforge on for as much of the battle as possible, using Resurgence to heal as needed. Blast also removes defensive buffs, if you have it.
I really enjoyed finding all the equipment upgrades and finding those secret treasure rooms on the map. The combat is great! Satisfying to wail at an enemy with my sacred sword multipe times. Nice Zelda references :D
Thanks Nowis, glad you enjoyed it!
There's a couple "super secrets" baked in there as well :)
I'd actually pay money for this.
Great entry dude, didn't actually find time to finish it but loving it so far. This will be near the top for sure dude.
(adds a Donate button to the itch page)
In all seriousness Oath that's a heck of a compliment and I appreciate it!
Great entry. I really enjoyed this one. Areas were big enough to enjoy without dragging on forever.
I can't say that I ever actually understood how to take advantage of the special battle system points, but I still enjoyed it and never felt like "ugh, another battle".
Thank you very much for the feedback Zyphli.
In retrospect using "Brave Turn Battle" for a jam game may have been a bit much, but I am glad you enjoyed it nonetheless!
I like the mash up of Zelda turned into an RPG that you did here. Good job!
Thanks bg! Glad you enjoyed it.
Zelda was one of my earliest/biggest inspirations :D