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Harold Between Worlds 3 offers a nostalgic trip down memory lane with its charming retro pixel graphics, which provide a refreshing departure from the more commonly seen RPG Maker assets. The visual style alone sets the game apart, capturing the essence of classic 16-bit adventures and appealing to fans of retro gaming.

Despite its visual charm, Harold Between Worlds 3 feels like an ambitious project that struggles with the constraints of a game jam format. The game seems to be a repurposed version of one of the developer's larger projects, and this ambition leads to an overwhelming amount of content and mechanics. In the 45 minutes of playtime allotted for this review, I found it difficult to grasp and utilize the myriad features and systems the game offers.

The pacing of Harold Between Worlds 3 is another area where it falters as a jam game. The story is heavily front-loaded, with a significant amount of narrative setup before players can dive into the gameplay. While the storyline itself is engaging, the slow start may deter players who expect a more immediate and fast-paced experience typical of jam games.

In terms of gameplay, there's nothing inherently wrong with Harold Between Worlds 3. The mechanics and systems are solid, and the game functions well. However, for a game jam entry, it likely needed to be scaled back considerably. A more focused and streamlined approach would have made the game more accessible and enjoyable within the limited playtime.

In conclusion, Harold Between Worlds 3 is a well-crafted game with endearing retro visuals and a promising storyline. However, it misses the mark as a jam game mostly due to its complexity. With further refinement and a more focused scope, it has the potential to be a standout title. For now, it's an interesting but somewhat overwhelming experience that might be better suited for a full-fledged release rather than a game jam.

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Thanks for playing and for the detailed feedback Frogboy!

Your surmise was kind of correct in that this game was essentially a prototype for a system I am considering in the future for a full-length project. I anticipated it might be too big or over-scoped in a few ways, but also made some miscalculations in terms of fight length and pacing to boot, having had to trim a lot of story and dialogue because the game was already running long.

While I think the mechanics turned out OK, and some players were very invested, others were put off by the level of complexity given the jam format, which is understandable.

Glad you were able to give the game a try and found some elements to be enjoyable!

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Oh, for sure! Don't sweat it. I've found that it is remarkably easy to completely mess up a jam entry with one or two small mistakes. I made one game too difficult which completely nuked my score and came very close on this one by setting my encounter rate just a little too high (although I suspect the use of AI, even as a joke, will likely have the same effect on my score this time around :D). But yeah, you've got a solid prototype there. Just need to pace it better and perhaps introduce some of the mechanics at a slower pace.