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(1 edit) (+1)

What a fascinating battle system! While HawkZombie proved it's not immediately intuitive, I had it pretty well figured out after 1.5 battles using Harold, and by the end I had figured out each character's optimal strategy. Good music, too. I think it would have been cool if Reid's OHKO path was just a bit more hidden, and maybe a way to get each character a similar fast path to victory. I liked the references to past Harold jam entries and HTML lore.

Two things that stuck out to me during the course of the game:

  1. Why is there on-map movement? It never serves a purpose. It would have made more sense to have the cutscene handle moving to the next location.
  2. No action sequences, not even animations? It made it a little hard to tell what was going on in the battle until I was familiar with the characters' move sets and made the battles overall feel lacking in visual pizzaz.

Overall, a pretty fun entry! Nice job!

Eyyyy I'm glad you liked it!


Yeah, the map movement was mostly just a response to previous jam entries, people seem to get uppity when you can't move your character even if it adds literally nothing to the game hahaha.

As for the lack of action sequences, that was largely done for the sake of brevity (the game already goes dangerously close to the 45 minute point if not exceeding it, and I think if every skill had an animation it could quickly go over the edge). Nevertheless it's not an element I take great pride in, and I had to cut quite a bit of content already just to make it short enough, so really I think the lesson I learned this year is that the fighting game format probably isn't a great fit for Harold Jam hahaha 

Nevertheless, I appreciate you playing and enjoying the combat!