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I enjoyed this.
Game play wasn't that innovative but it was easy to follow and engaging for the length of the game.

Combat was not too hard, and it had some variety which gave the player room to breath. I expected the last fight to be harder. I also could not change who I was targeting in the last battle. Was that intentional?

Sound was good and fit the theme!

What can I say, those were amazing visuals and I really liked the vibe. Lucius gave me strong professor buddy vibes and I liked it.

Story was nothing too innovative in the Harold universe, but it did have some emotional wight.

I wish it was longer!

(+1)

I feel like "Wasn't That Innovative" is a good description of my entry.

I did try to keep the battles on the easy side since I didn't expect turn based battles to raise any excitement in that category anyway.  It was more about refining my follow up and buff-induced skill system, and working on setting up the "in-story" tutorials for my battle system. 
Apparently I do need to add something new to it, if it wasn't clear that Oldhar uses a Taunt, which is why you couldn't switch targets for part of that battle.  One of the Harolds should have commented on it.  Thanks for pointing that out.

I am glad to know that you enjoyed playing it.

I think this style of battles could really benefit from a longer play length with a wider variety of scenarios! Have you done other games aside for Day Dreams with this combat system?

Not yet.  These are the only two games I've ever made to completion.  
Most of my projects have "Attack = 9999 damage" to place encounters, then I decide the story sucks, and they get deleted.
It might get expanded on again next year with the search for more Harolds.