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A jam submission

Harold ReluxView game page

Harold fights some shadow monsters
Submitted by TTSnim — 5 days, 12 hours before the deadline
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Harold Relux's itch.io page

Results

CriteriaRankScore*Raw Score
Oldhar Award for Literature: Story#103.4503.450
Marsha Award for Music: Sound#133.3003.300
Hrld Award for Graphics: Visuals#143.3003.300
Lucius Award for Laughs: Comedy#192.5502.550
Harold Award for Excellence#203.0003.000
Therese Award for Strength: Combat#212.1502.150

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I didn't get through the whole game and I'm running out of time, so here's what I've got so far:

  • The characters have distinct personalities, but it's a bit wordy
  • Lots of typos
  • I appreciate the footprints for guiding the player. They're spread out a little too far apart for me to see exactly where I need to go next so I still fumble around a little but not for too long.
  • I keep pressing Shift out of habit to run but get the party switching menu. I like that there's a quick menu for party switching but it's in an inconvenient place.
  • I've said it before, and I'll say it again: RPG Maker is not a good engine for on-map battles. If this really is the core of your game's combat system, consider picking up a different engine. It's really janky right now.
  • It's a little too easy to sequence break and get stuck. I entered the school's cellar and couldn't get out because Marsha (who I hadn't met yet) kept telling me we aren't done here - but there's nothing to do even if I smash all of the boxes.

I like your resolution to make a smaller game next time. I am frequently surprised by just how small "small" is, but a smaller, more polished game is definitely the way to go!

Submitted

There's a lot to like, and a lot of small issues that add up to make it difficult for me to play too much in one sitting. Full disclosure, I'm rating this based on what I've played, and if I finish it before the end of the ratings period, I might update.

To echo what's been said below, the game is pretty big and open. I was surprised and impressed by the scope and at the same time, gosh I wish there was a freaking quest journal to track it all, since you're introducing new tasks and plot threads before we close existing ones.

The characters have distinct voices to a degree, and I think the overall writing and humor is decent, it definitely needs a couple of passes from an editor though - the typos and wrong word choices were just enough to pull me out of being focused on the game itself.

Don't like the map combat (but hey my game's map combat was janky too! it's a jam game) and the RPG fights seem underwhelming so far. However, I do like the on-map destructible objects and the cool secrets and map interactions. So, gameplay is strongest in the non-traditional-RPG stuff and I suppose that's fine.

I should also add, good job at capturing the fun and whimsical feeling of Haroldness.

Submitted

I enjoyed the details and overall vibe this game had going, even if it was a bit too big to be a jam game. A few nitpicks though:

  • The daynight system was a bit annoying and didn’t actually add much to the experience. It made things a bit harder to see at night, and I had to make it go away in order to get into certain buildings.
  • Those rat fights. Oh man, those freaking rat fights.
  • The church segment and the one right after were a bit confusing at first, since it wasn’t immediately obvious what I was supposed to do.
  • Consumable jump juice might not be a very good idea in that you can potentially get stuck if you jump into a dead-endish area with only one remaining.
Submitted

This is a pretty big game, a bit too big to be honest. I liked your maps, and your story writing was interesting. There were a lot of typos though, especially the word 'friend' got misspelled nearly every time.

The dog blocks your way from time to time, which is quite annoying.

As for the battle system, I don't think you can die? During the second battle (the one with the first Shade) Harold reached 1 HP and remained that way through the entire fight.

The music was very lovely too.

I nearly stopped playing during the Church stage as I just couldn't find what to do and almost assumed there was a bug. In the end there was a table I hadn't interacted with yet and I could continue on.

However after inspecting the barrier and getting the message to go to the TBA or herbal shop, I was unable to continue as it is night and the shops aren't open. I don't really feel like this game needs a weather and day/night system. (I slept at the inn and continued forward)

I entered a house near the barrier and just ended up at the city map again.

I'm so used to the shift key being the dash key, I kept accidentally pressing it. A different key for this system would be better in my opinion.

Guard Terry repeated his 'You're crazy Harold' about seven times before I was finally able to move.

Submitted(+1)

a lot of work here and a really nice mapping!

HostSubmitted

Finally got to beating this! I really enjoyed your writing. The characters' personality was able to shine through, and your face edits helped sell the interactions. Reid got a bit weird didn't he? Also Tea, Biscuits, Accessories store? Lol. The few custom tracks sounded nice, but they were interspersed with those super heavy and loud MZ tracks, so the contrast caused some suffering.

For the sake of the jam, my biggest suggestion is that less is more. It was a WIP for sure, but you had a gameplay loop gathering the four shades. There were some distracting irrelevant parts, like shops with items to buy, jumping juice that I never understood where to get or why to get, secret tents and moveable boulders hinting at secrets but leaving nothing. You could definitely note the game will be continued and be a WIP, but curious players will likely explore the unfinished maps and leave with a feeling of being incomplete, whereas if you had ended with the shade possession reveal, you'd have a strong finish.

To sum it up, if you had taken your story and gameplay and concentrated it, removed all the things that didn't matter or got players lost, the product would have been much stronger as a whole.

Hope to see some mighty polish if you keep up with this game!

Developer

Thak you so much for the feed back!

My hubris saw a much bigger game. AND STILL DOES!

I'm getting "less is more" a LOT. And I am taking it to heart.. for jams any way. I already have my next jam idea. Small and cute. I need to write it down though or I might forget.

I am going to scrap this game because of the fantastic feedback I have been getting and start it over from scratch as soon as the jam is over.

Too big a game for our cute little jam... But big game for big summer coming soon!

( I hope this reply isn't to incoherent, my brain is mush right now!)

Submitted (1 edit) (+1)

Been excited to play this one since you first brought it up in the Discord. Haven't finished yet but here's what I have so far.

Gameplay: I liked the fast leader switching and the way it affects dialogue was a great little touch. It did come at the cost of not being able to run using the keyboard (as far as I'm aware). I also would've liked it to pause the game if possible so monsters couldn't attack you while you switched. The shadow footprints were welcome as well, albeit navigating the main town outside of them could get confusing especially when collecting the three shadow essences. I would have liked something like a quest log where you can see where you're supposed to go.

Combat: Action-based combat was fun, although I wish there were more of an indicator like a flash when you hit an enemy. Likewise, I wish when enemies hit you, you could see how much HP you lost in that moment.

Comedy: Hard not to love how quippy the cast is on a regular basis.

Sound: Your buddy writes some damn good music! Quality of the music was great all around although some tracks didn't fit their surroundings. A weapons shop theme has no right going that hard. Ambient SFX added a lot to the game as well.

Visuals: Pretty standard RTP fare done well. Loved the ambient weather and time of day effects.

Story: Nice to see a more typical RPG-style story. While I liked the overall writing, the story felt kinda disjointed from time to time. Could have used a spell check as well honestly.

Overall very ambitious and refreshing.

Developer

I hope the game lived up to the hype and excitement!

I've seem some people say they never use dash, and I my self have never used it, but I can set this up to one of the PG buttons in the future.

I've pondered the pause/fight issue and in this style of battle I have no idea how to do that. Yet. I may be able to work out a better system in general. I had a JANKY HP% system that would bring up a text box with characters saying they were low on health, but it was such a hard stop that I ripped it out. I'll see if I can't find some other, visual way to program a health indicator.

IF I keep the over world battles. I might scrap them and just use the built in battle system. It's got a lot of early prototype issues I don't know if I can get rid of.

The songs he wrote are on the title screen, when ever you are out side, in the church and the school. Also any battle. All else is RTP.

WEAPONS SHOP FIGHTS YOUR EARS! (In stock MZ music) I digress, his work is AMAZING and I love it. (Best part of the game)

Thank you, working with the RTP tile sets is an interesting challenge! 

I have both the Misspelling Fairy and the Typo Gremlin living rent free in my head and I am not ashamed to admit I need way more help sorting my writing out than I ever ask for. Still, I'm glad you enjoyed it even with the many, many, many errors.

Thank you so much for the kind review!
I am thinking of starting this project over from scratch based on all the feed back I've been getting and I hope If I do you'll be interested in taking a peak at it!

Submitted(+1)

I got up to unlocking the barrier out of town so I think I reached the end of the game so far. 

This town definitely has a rat problem! Interesting rat exterminating minigame. It was a little difficult to hit them, but the damage they do was forgiving enough. 

Possessed Reid was definitely creepy!

The town map looks good. It was nice to walk around with the soothing music. The footprints were a nice touch as guidance to not get lost too much in a large town like this (although I didn't realise only Harold saw them until the church scene as I was too busy smashing boxes as Therese!).

Impressive with some of the features you made with just eventing.  On-map action combat system. A party leader swap system with on-map abilities. Crafting system with Marsha (which I didn't really dive into). A day and night cycle system etc. There's also some sort of RPG battles with monsters in the miners cave. 

Hopefully as you finish this game, these features would be polished and feel more cohesive together. Sometimes, less is more!

Developer

Indeed, that is the end - for now.
The hax is to just hold space bar down. I can try to improve the system, but I could also just learn how to make the built in battle system work better.

Reid was fun to write.

How did you make it to church without them? Just wandering about and learning the map?
How did you make it to Marsha? O.o
So much wandering!

I am glad you like the town. I like mapping, maybe too much?

Yeah I have a lot going on and not enough theme blending or focused direction. I was aiming to learn systems before getting them all to blend as a cohesive whole. 

Honestly I don't want to finish THIS game, but I am already taking paper notes on restarting it from scratch!  I think it will be my summer project. A fun Harold fan game to finish learning on before I start trying out plugins and scripts!

Thank you so much for the feed back!

Submitted(+1)

I think most critiques I can have has been discussed in the discord already but I'll rewrite them anyways. When it comes to making a book, you can have as much story ideas you can have but you're ultimately limited if you don't have the available paper for printing the story content. Games are kind of like that.

You mentioned you've studied writing for years and it shows. Your dialogue has been the most engaging for me to read of all the games I played. I think my only hiccup was the shock at Therese emasculating Harold by saying she's stronger.

I like to think about how writing literature entails using as few words possible. Map design works like that too. Whenever a player checks a door to a building that is locked, this slows down the pace of the game and story. Most importantly it also slows down the speed you create content! While railroading can be an issue, derailing is probably the worse problem if the player explores in a way that they've lost touch with the main story or even get bored. Game maps usually have just a few select functional areas like inn, shop and a couple filler buildings.

If visiting Disneyland and looking at their maps taught me anything, it takes a only a couple of street blocks to create a feeling of a big town.

You're a talented writer, with the right game design strategy I know your best strengths will be put forward

Developer

I think most critiques I can have has been discussed in the discord already but I'll rewrite them anyways. When it comes to making a book, you can have as much story ideas you can have but you're ultimately limited if you don't have the available paper for printing the story content. Games are kind of like that.

I disagree, it's not the size, it's how the size is broken up. The wizard of oz is a 14 book extravaganza that spans years and many characters. It's a HUGE Americana fantasy universe with so many interesting characters and settings that it puts Tolken to shame. It's problem is a lot of the early books after the first one got info-dumpy. My town it like that, and info dump with out enough meaning.

You mentioned you've studied writing for years and it shows. Your dialogue has been the most engaging for me to read of all the games I played. I think my only hiccup was the shock at Therese emasculating Harold by saying she's stronger.

I can see how you would take it that way since her back story isn't there at all yet. But she's from a warrior clan that's super strong. All the men in her clan could snap her, and Harold, in half with ease. Like a rottweiler talking to a corgi it's a different breed thing, not a gender thing.

I like to think about how writing literature entails using as few words possible. Map design works like that too. ---Game maps usually have just a few select functional areas like inn, shop and a couple filler buildings.

Again, it's not the amount, it's the quality and the parsing. If you have an info dump, boring and frustrating, but if you have ten times as much wording and info woven in to the story masterfully then it's a fantastic addition that builds the story world up and takes you on a journey.

If visiting Disneyland and looking at their maps taught me anything, it takes a only a couple of street blocks to create a feeling of a big town.

I'm not a fan of Disney land, but that aside Disney land has it's own story to tell. It's built a fake city for that story.  That's not my story.

You're a talented writer, with the right game design strategy I know your best strengths will be put forward

Thank you. I know I need to parse better, and add all the content I need to make the map feel right for the size of the adventures I'd like my characters to go on!

Thanks for the feed back! I do appreciate it very much!

Developer (1 edit)

You are next in the submission order, my trash game. You are a pile of unfinished scrap and get no stars from me! (Even if I could give stars!)
Get rekt you heap! <3

EDIT: Except the music, that's 6 stars! (Because I didn't write it!)

(+1)

Gave this game a try. Overall feels decent, but I'm just so bad at action fights. Those rats took me forever to kill. Also I got so lost in that town some directions of where things are would be helpful as well.

Developer

signs are around town square up from the dock, follow the dark footsteps when you play as Harold.