In hindsight it's because I opted to design a game with familiar mechanics rather than experimental ones that made it possible to make a game of this scale in only a month. KV did end up explaining why my approach was sideways compared to everyone else's though. Next jam, I am avoiding my subtle but massive mistake to introduce major party members one-at-a-time, next jam they will be introduced all at once for a much shorter arc. On top of that, I will sic the very experimental battle system I was designing before I decided to join the Harold Jam