Seemed like a straightforward jrpg, with at least a few little things to help it stand out. Custom art was pretty cool, and the depth of the karma system at least made me think twice about my decisions (I chose evil) and added some replay value.
Personally I felt the limited skill uses detracted from combat, as simply wasting a turn in combat to refill was all it seemed to contribute. When other skills are noted not to be refillable, that also disincentivizes players from using them, even when they should. Items weren't that hard to get, so there wasn't meaningful resource management as far as I could tell. I'd definitely suggest a different way to use limited skills, or abandon that mechanic altogether for future jams.
Lockpicking was just a bit of simple memorization (and a notepad made it trivially easy), so perhaps an alternative would have been nice there as well.
Thanks for another cool Harold jam entry!