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A jam submission

HAR vs OLD - Dark UniverseView game page

A tournament to determine the ultimate Harold.
Submitted by Berry B (@BerryRPGMakerB) — 3 days, 2 hours before the deadline
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HAR vs OLD - Dark Universe's itch.io page

Results

CriteriaRankScore*Raw Score
Hrld Award for Graphics: Visuals#44.1044.211
Oldhar Award for Literature: Story#63.6423.737
Therese Award for Strength: Combat#73.5913.684
Marsha Award for Music: Sound#93.4373.526
Harold Award for Excellence#123.3863.474
Lucius Award for Laughs: Comedy#172.7702.842

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

HostSubmitted(+1)

The sheer Haroldness of this is absolutely off the charts. I was in awe of every artistic interpretation of Harold I experienced. The fact that you could make such an amazing entry despite not being some Harold fanatic just speaks to your artistic integrity, and I'm honored every year you grace the jam with your creations.

I think you knowingly did not aim to please everyone, which I can respect, but no doubt it will drop you a few points in areas. Reid mode is hard. . . very hard, and I want to beat it! But the effort and time necessary to understand combat was just a bit too much for me to manage in the judging time period. On Priscilla mode, I don't think there was much thought I had to put into combat aside from trying to inflict status effects and then using the attacks that felt strongest, so on the lower difficulty, combat felt like a repetitive hurdle in the way of experiencing the dialog.

Story too felt a bit beyond me. Even though I fancy myself a bit of a Haroldjam scholar, I was somewhat confused by the plot. I think I picked up the main points of the tournament, secret plan, and sacrifice, but I always felt like my understanding was not doing your storytelling justice. The little side stories one gets from deepening relationships were really nice though. Regardless, you get the honor as the top Haroldverse world builder by far (and that ending was simply awe-inspiring).

I do plan a full scale Reid-level play through, I plan on getting all the endings, and I swear on Harold I'll decode your secret clues you've dropped. Thanks for submitting such an impressive entry!

Developer(+1)

Thank you for your critical feedback regarding the story and the plot. I'll admit I think I realized now from all the feedback I've gotten that my brain might have overdone the whole thing and it came off too confusing to a lot of people. I definitely need to retrospect myself and think a lot more to make a more cohesive narrative next time. While I'm still no Harold fanatic, I do respect everyone's efforts last year and this year as well. And I thank you for hosting this jam with the chance for me to show off my knowledge of the Haroldverse. Its not perfect, but I'm glad I made it.

So I wish you the best of luck and may next year the Harold stories continue.

HostSubmitted(+1)

Reid-level play through COMPLETE! Whew that was a challenge, although not as tough as some of your other games I think. I'm blown away once again at your inclusion and extension of the entire Haroldverse, and all those nice side stories that lead to unique end scenes. I'm certain I've missed some things even in a second play through, but I can say I enjoyed even the punishing combat much more this time around. Thanks for everything you poured into this entry.

Submitted

I know my opinion is going to differ greatly from the other comments, but I felt like this one was just OK. That may be due to having played your past works like last year's maximum effort trilogy and Cyberlord's Mayhem, so I know what your "best" looks like. This game struck me as a lesser-quality knockoff of Cyberlord's Mayhem. Some of it may be colored by having played only on Priscilla difficulty, but I don't think that's entirely the case.

The structure of the game is very similar to Cyberlord's Mayhem: there are multiple party members to choose from, battles are presented in a rapid fire boss rush format, and you get to gear up and talk to party members between major battles. The difference here is that the execution just doesn't feel as polished as that earlier game. Like, I ran with the default party the whole game and was fine, there's an OP combination in Glittering Horn - Sparksplosion - Oldhar Darkspark, and the text feels like you're trying to use fancy words which only serves to cloud the message. I didn't really get into the story due to the awkward dialog.

There are plenty of positives about the game, though. The action sequences are clearly complex and unique. I recognize several from Human's Action Sequence pack, but there definitely was effort made to make them your own. It also appears an effort was made to use as much RTP (and remixed RTP) music as possible. The result is a soundtrack with a lot of variety and every area has a song that fits the overall feel of the area, even if they sometimes are rather short. Finally, there is tons of custom art in here, some with multiple layers of meaning to them. I thought making Harold-styled frames for the portraits was particularly clever.

In summary, this is a fine entry, but I know you can do even better. Keep refining your technique, and maybe try trimming the final product down even more to increases the polish, and see how that goes.

Developer(+1)

A refreshing take on my game for once. And actually you're spot on. This is intended to be a bootleg of Cyber Lord's Mayhem right down to the formula. Because Cyber Lord's Mayhem's on an off kilter and I wanted to make this to fill the gap in between. Admittedly the execution's a bit on the clunky side but your candor is most appreciated. And actually your criticisms were on point. I would be repeating my other points with the criticism if I were to just mention the flaws again so just note that your feedback has been taken to account and a better attempt at polishing will be in play next time around. (If I ever make something like this again.)

Submitted

Hoo boy, a lot to unpack here.

Let me first say: overall, very solid in pretty much every area.

I didn't get a lot of the story references to last year's jam either due to my poor memory or it was related to games I hadn't played, so trying to digest each wall of text was... let's say I appreciated the quality of the writing more than the quantity or details. Sometimes it felt like "jargon soup" during the expository scenes, which is unfortunate as the depth of world-building is impressive on the one hand but it pulls the audience out of the experience/ruins immersion to have so many WTF-is-happening moments. I don't know if there's any way of mitigating these issues while telling the story you wanted to tell, so take all this with a handful of salt. Other players may also be more in tune with the meta arc than I.

Music choices were good, seems like most SFX were RTP which is fine.

I kinda wish you weren't encouraged to pick a single team and double down on it. The relationship mechanic and how it impacted stats/skills was satisfying but it also meant I ignored characters for the whole playthrough. And, while I enjoyed the entire game, it was definitely too lengthy to do a second run just to see what other sidequests were there. (choice over-commitment and being unnecessarily long are criticisms I have about my own entry, so there's that...) I would have liked to see dialog branches or something interactive during story scenes; while the menu navigation was well done, structurally there wasn't much "gameplay" outside of battles and menuing.

Speaking of battles, I think 1-2 waves of jobbers could have been trimmed per "area". I get their utility as a chance to experiment with character skills and maybe drain some resources, but there came a point where I just started AoE-ing them down to get it over with. The fights vs. enemy contestants were much more mechanically interesting though it felt like giving them all Stimulants was kind of an artificial way of padding the fights out. Surprisingly the area bosses felt much easier than the 3-v-3 battles, and I usually cleared these in just a few rounds even with the auto-revive or other shenanigans. It seemed like each one had a cool gimmick at least.

The difficulty spike after the 3 main areas was curious. I had done all of the side dialog and was purchasing items like a madman so it didn't seem too daunting, but Buffet Harold in particular felt at times like his damage mitigation was unfair. (I also suspect, I should have remembered to hover my mouse over him to see what effects were modifying damage, but I forgot about that plugin until the following battle.) There might have actually been too many mechanics to keep track of. Like, it's great to see this level of complexity with a close-to-default battle system, and some of the synergies were just fantastic (Minotaur Harold's design was brilliant in particular), but there were also some things that felt like they should have interacted with one another that didn't; perhaps having a more uniform design with fewer unique gimmicks might have helped there. Side note, it doesn't look like any restorative items remove the DoT stacks from Dark spark type moves, even though the descriptors imply they should.

Final few fights were tricky, epic, and over-the-top. Ending was solid, and despite being out of the loop in many ways I found the wrap-up fulfilling. All in all, the character interactions were super well done once they really got underway.

Lastly, I wish I could award bonus points for this being such a love letter to Haroldness itself and a celebration of the community at large.

Developer(+1)

Ok. Thank you for giving me a detailed analysis of the game and yes. It is quite a bit to unpack so I'll cover your points beat by beat.

  • I didn't get a lot of the story references to last year's jam either due to my poor memory or it was related to games I hadn't played, so trying to digest each wall of text was... let's say I appreciated the quality of the writing more than the quantity or details. Sometimes it felt like "jargon soup" during the expository scenes, which is unfortunate as the depth of world-building is impressive on the one hand but it pulls the audience out of the experience/ruins immersion to have so many WTF-is-happening moments. 

I will attest that due to the limited time I had, I wasn't able to truncate a lot of the more less annoying scenes and I started this project a few days late into the jam.  I wanted to have less things added into it (since originally there was a lot more to go through) and truncate all the fanservice as much but it wouldn't have much of the punch I want. And I'll be honest its also very difficult to manage all the references within the span of time that I had without it dragging along. There was originally going to be more characters and scenarios but I had to cut it due to time constraints and my laptop having a performance issue. So there's that. Excuses I know but its a factor to the end product.

  • Music choices were good, seems like most SFX were RTP which is fine.

Yeah, I don't have the luxury of using more original music. I'm no music maestro. Also RTP is the encompassing unwritten theme of Harold overall so I don't want to just throw away the RTP in its fullest.

  • I kinda wish you weren't encouraged to pick a single team and double down on it. The relationship mechanic and how it impacted stats/skills was satisfying but it also meant I ignored characters for the whole playthrough. And, while I enjoyed the entire game, it was definitely too lengthy to do a second run just to see what other sidequests were there. 

See, here's the thing. I originally was going to have a party system where you can switch party members in combat. But when I tested it, the game broke on me multiple times when doing certain actions and I wouldn't want anymore bugs for the player. I tried fixing this for days but couldn't get it to work. So unfortunately it ended up the way it did. Visustella Party System doesn't allow disable and enabling on the offset so I can't exactly make a fix for it. And when I try, it falls apart. But trust me, I definitely understand. I would love to make it so that everyone gets a spotlight so that the whole thing can be done in 1 playthrough. But again, time. And a part of me really wants the game to be more replayable but I suppose that kinda falls flat for a jam game huh. 

  •  I would have liked to see dialog branches or something interactive during story scenes; while the menu navigation was well done, structurally there wasn't much "gameplay" outside of battles and menuing.

If I added more stuff, it would pad the game more than it already is. I already decided to just keep it simple so that players weren't given too many options to do gameplay wise. Puzzles will drag the game further. Exploration run the risk of it being boring. And other aspects will just pad the game without meaning for me. So I just had to focus on one thing and run with it. It may dampen the gameplay variety but its what I want to focus on for this project.

  • Speaking of battles, I think 1-2 waves of jobbers could have been trimmed per "area". I get their utility as a chance to experiment with character skills and maybe drain some resources, but there came a point where I just started AoE-ing them down to get it over with.

Now this aspect I will put a middle ground spin on it. I was given the same feedback before and decided to keep it. I think if there's anything I can do to mitigate this it would be to make the random harold mook battles more controllable and optional. Maybe have a Harold Ticket to just skip the random battles or something. Well, something to learn and add next time I have something of this nature being made.

  • The fights vs. enemy contestants were much more mechanically interesting though it felt like giving them all Stimulants was kind of an artificial way of padding the fights out. Surprisingly the area bosses felt much easier than the 3-v-3 battles, and I usually cleared these in just a few rounds even with the auto-revive or other shenanigans. It seemed like each one had a cool gimmick at least.

I see you played Reid mode. Priscilla mode removes this stimulant issue. Though its true that the revive padding is annoying. Though battles would end waaaayyyy too quickly at times if I don't do this. Granted, there might be alternate solution like adding more mitigation gimmicks but Harotaur can cancel those way too easily. This is a balancing issue I can't exactly solve with the limited time that I have. So I apologize for that.

  • The difficulty spike after the 3 main areas was curious. I had done all of the side dialog and was purchasing items like a madman so it didn't seem too daunting, but Buffet Harold in particular felt at times like his damage mitigation was unfair. (I also suspect, I should have remembered to hover my mouse over him to see what effects were modifying damage, but I forgot about that plugin until the following battle.) There might have actually been too many mechanics to keep track of. Like, it's great to see this level of complexity with a close-to-default battle system, and some of the synergies were just fantastic (Minotaur Harold's design was brilliant in particular), but there were also some things that felt like they should have interacted with one another that didn't; perhaps having a more uniform design with fewer unique gimmicks might have helped there.

I'll admit the complexity may be daunting to even RPG battle players who are adjusted to the JRPG formula. I tend to play more brain stimulating games so often times I got overzealous with adding skills and conditionals that I pretty much went overboard with the gimmicks at times. I would streamline things but this is an issue of scoping on my end. So yeah. But hey, I joined the Harold Jams to make a more experimental games as opposed to winning so there's that. And now I learned a bit from your feedback.

  • Side note, it doesn't look like any restorative items remove the DoT stacks from Dark spark type moves, even though the descriptors imply they should.

If you are referring to Dreadbane, then they can't be removed actually. Some DoT stacks can't be removed until the end of the battle (it even persists post KO). If there is a descriptor that doesn't match the description, I might have to fix that. It is an alternate strategy to those who wanted to use DoT strategy than the brute force (even tho a lot of harold resist certain DoTs).

  • Final few fights were tricky, epic, and over-the-top. Ending was solid, and despite being out of the loop in many ways I found the wrap-up fulfilling. All in all, the character interactions were super well done once they really got underway.

I'm glad that despite the fact that you're lost on the context, the ending was executed well in your eyes. I do try to make the characters the focus of this project. Granted, I am a bit overambitious with this but hey, experimentation than victory for me.

  • Lastly, I wish I could award bonus points for this being such a love letter to Haroldness itself and a celebration of the community at large.

Ahaha.. I got the Harold Ascendant Award last year. I don't think I want to get greedy getting another bonus points this time too. But regardless, thank you for playing the game and giving me your extensive thoughts. I appreciate your feedback and your analysis of the game. And with such detail too since I wanted to hear your thoughts after you made a project I enjoyed as well.

Submitted(+1)

Thanks Berry.

There's some great insight here, and it actually reminded me that I mis-read of the lines immediately before the final stretch (where it says you can take all 6 members) as something more akin to FFX where you could mid-battle switch. Sucks to hear of the bug with VS Party swapping and how that impacted the game; I do appreciate knowing a little bit behind the scenes in that regard.

And yeah, technical issues of all sorts are "real" and I totally get it :)

Truth be told, I started my playthrough a week ago and only got a couple battles in before getting overwhelmed; had to pick it back up after a palate cleanser of sorts, but very glad I did.

(+1)

Fun little story with some humor, mechanically very much a standard rm game and very wordy for a jam game but fun nonetheless.

Developer(+1)

Thank you for playing. The fact that it is mechanically standard RM is exactly what I want because this is the mascot of RM after all. I wanted to show that in terms of its combat. Even if it didn't break new grounds, it was something I wish to convey in full.

(+1)

You did a good job and kept the combat interesting for such a basic system, challenging at times too.

Submitted(+1)

Well this one was certainly interesting. I loved seeing all the last-year harolds pop up in the various battles, and was especially surprised one of my own pop up in there. The character reputation system you have going on gives this one some definite replayability. Some thoughts though:

  • Man those enemy damage shields were infuriating! Big Daddy was probably the hardest boss in the game because of how absurd his shield in particular was.
  • Ran into a critical bug where Usluci wouldn’t drop his second shield. ended up having to console-kill him to continue. :( (pretty sure I mentioned this one to you)
  • A bit long for a jam game, and almost too heavy on the dialog in some parts, but probably not an issue during a later, more casual playthrough when I don’t feel compelled to get through games as quickly as possible.

A+, would get pounded in the butt by a giant minotaur Harold again.

Developer

I'm glad you find the entry interesting. I'm glad that I was able to put Heraldovia as a key Harold enemy as well. Though I do have to scrounge up a bit deeper since your playable Harold is no different than the hundreds of Harolds I've seen.

- I will admit the damage sponges are annoying and yes. Blackbael is designed to be the biggest hardwall due to a lot of mitigation and damage reduction effects on his abilities. I would tone it down a bit more even for the harder difficulty but I find the challenge a bit of a welcome change of pace.

- That second point has been addressed and will be fixed by 1.2. I thank you for bringing this to my attention regardless.

- I will admit it gets wordy, I've been attempting to truncate a lot of the text but I didn't have all the time in the world to proofread it. I'm only one person and the number of testers willing to help me before the submission period ended was limited. As for the length, I created this jam under the impression that I do not want to make simple easy arcade short games or even short-like games. I am aware of the time consumption and the risks involved when making this sort of game and willingly decided to make it regardless of the feedback I will receive. Either way, I thank you for mentioning that feedback.

Once again, I appreciate that you take the time to play this game despite the setbacks.

Submitted(+1)

This game is a pure love letter to last year's jam and I love it. Combat was great, story was emotional (even though I don't remember everything that happened in Harold Tales), all those battlers, facesets and CGs were astounding. Honestly just an amazing game!

I nearly died fighting my own Harold, as I felt bad about hitting him and wanted to see what his skills were xD
Oni Harold was the toughest one to fight, much harder than Oldhar and even Haroldmancer 2. 

There were some small grammar issues with its/it's, but other than that I didn't discover any bugs.

Developer

Indeed, I'm glad that you were able to realize its homages to last year's Harold jam. I'm glad that one of your entries were implemented due to it being a memorable and unique Harold. I'm sorry you had to beat Shockingly Original Harold down though, that probably was a surprise to you huh.

Yeah. Blackbael/Oni Harold is definitely designed to be the toughest foe. Its an intentional design choice to show that despite Blackbael having the potential to usurp Oldhar, he decided to serve him due to the fact that his son idolized him. And he is a genuinely good father to him despite his appearance. It was never stated in-game but you can tell that sort of thing by feeling. 

It's a bit hard for me to put its and it's together in a sentence so I might have to screen a couple of text here and there just in case. Either way, thanks for bringing this to my attention.

Submitted(+1)

Funny Harotaur go beep beep! The battles have a decent amount of complexity to them and I enjoyed trying out each character to see who my favorite was. The custom art is lovely and the interactions before battle with your chosen Harolds was a very flavorful touch. 

I actually did not realize I could change my formation until I stumbled into seeing other characters when using items. (I don't play a ton of RPG Maker games until recently so the thought to "check the Formation menu" didn't occur to me). Overall discovering each characters' abilities and how to combo them into each other was satisfying and I enjoyed my time with this!

Developer

I will admit that the formation change isn't mentioned is something I want to mention a line or two so that people will know but then I would have to add more lines. Granted, there would have been a more forced way of going through things but I want people to discover the mechanics on their own without being too handholdy so there's also that.

Though I appreciate the sentiment regarding the custom art, the interactions, the battle complexity and the characters. Thank you for playing.

Submitted (1 edit) (+1)

All the various Harolds designs were great to see and comedy in this game was well done, although the term "harold" being attached to everything was a bit much.  The battles were a lot to swallow at times but, the story kept me invested. Despite the story being a typical anime tournament arc with minimal stakes, I got more invested in Zakrias's conviction to be his own person.  The game's story definitely feels like a bigger world, I think I might play last year's entry eventually to get the context for this game's events.

Developer

This is a Harold Jam, which is why I decided to have everything and every cameo revolve around Harolds. I will admit it can come off a bit strong. Regardless, you're the first person to ever comment on  the main character's struggles and his growth, so I must thank you for taking the time to appreciate them. 

It is a part of the Harold Tales chronology where last year's entries do have significant plot relevance here and why certain enemies mention stuff that doesn't make sense if it was self contained. Its an intentional design choice.

Thank you for playing.

Submitted(+1)

Some of the battles are tough! I got stuck at gorilla oldhar on Reid mode, so played it through Priscilla mode. Really nice art with all the different versions of harolds. Impressive plot as always.

Developer

Thank you for playing the game. Getting stuck at Reid mode is a bit of a challenge I will admit and switching to Priscilla mode does give you an easier time against Gorilla (I presume Blackbael Harold) Harold.

I still have some ironing out with the plot but I'm glad you enjoyed it nonetheless.

Submitted (2 edits) (+1)

WHO WILL BE HAROLDED AS THE CHAMPION!?

In the name of sparkling haroldine justice here is my brief review.

The Story felt like a parody episode of dbz with a good helping dose of nice custom art.

Although not my style of story and not much of a visual novel player, the creator knew how to play with it and clearly has experience before.

One of the things i loved most about this entry are all the custom battlers depicting various harolds.

I ended up spending all my money on stat boosters and bull horned my way through.

Due to the nature of the story it was hard to have emotional investment in any sense of stakes and a lot of the references were lost on me personally. This meant the further i got into the narrative the less i understood. By the end i had kind of gotten confused and not understood what was happening, but enjoyed the accompanying art and music choices.

The final fight with the scrolling entry's of  a previous jam in the background was a fantastic addition however.

Overall solid entry with a unique visual novel and choice approach compared to other entries but i feel it is also on the bloated side and a bit long winded for a jam entry with the additional content. Strong points are definitely its art and fun takes on designs!

Developer(+1)

My apologies for the lack of emotional resonance in the story. Due to this Harold Tales series being a follow up to the Harold Tales trilogy, its a given that those who don't follow the Harold jams will be confused.

I will admit that this is not a self contained series by nature and I fully embrace the fact that some people will get lost by the plot the whole way. I will not deny that. I wanted to make it more self contained and keep the premise simple but that's just wishful thinking.

Regardless I appreciate that you enjoyed the cameos and the artworks I have poured into the jam.

How do I defeat Evil!Lucius? The second time he becomes invincible it doesn't end when I defeat his minions.

Developer (1 edit)

Oh crap... I think I might have created a massive mishap. Nobody tested the Priscilla mode enough so I fear that I haven't removed the invincibility of the one in that fight. I can't fix that since its currently at judging phase. This is a massive oversight. I apologize for this. The only way to circumvent this is to either defeat Lucius before the minions are defeated, defeat Lucius to 50% while the minions are alive or try to switch to Reid mode... which is a harder point. Or if you're playing this on 1.1 with Reid Mode on it, try the 1.0 version, that basically has all the bells and whistles fixed.

 I'll make a 1.20 addressing this at a later time post jam. My sincerest apologies for this mishap.

(+1)

Oh MAN. THIS ONE IS MY FAVORITE. Seriously impressive. Idk how you did a unique story with all the different custom harold(S) art and even fully colored cgs, damn dude. Even the battles was perfectly balanced

Developer(+1)

I am humbled that you would like the aspects of the unique story and the many different harolds and CGs. And I appreciate that you find the battles balanced. Thank you for playing. I know there are other perspectives, but a mostly positive view on the game like yours is a breath of fresh air for me.

I don't think there was anything I didn't like about it tbh, I just found it really fun! Thank you!

(+1)

Such a lovely entry indeed <3 I thoroughly enjoyed the battles, the artworks, and of course the story of romance, devotion, fight for power and many more! :D Once again another great entry by Berry! ^_^ I just got back to game deving and it was sweet hearing this news of Berry finishing yet another game jam game, so I just had to try it out! :D And I enjoyed every moment as usual! :D

Developer

Thank you for playing Starmage. It was sweet of you to play the game with your return. I wish you the best of luck.