Thanks so much, I am still working on part 2. I got caught up with a few things but I am hoping it's ready within 2 weeks at the most. :)
Lochraleon
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Hi nice entry :) with very charming handmade art, it would be great to see that as a consistent style throughout.
Story wise it was nice, it seemed like you were setting up a vast and interesting world and there is a lot you can build off from this entry. Including with the characters not just having thier different elements but different personalities as well :)
Gameplay wise I thought the chests were nicely spread out to promote the player getting away from the obvious path to explore the maps a bit. The battles were straightforward but focusing on the rock paper scissor formula with the elements fit well with the world you were setting up. I did find myself escaping a good portion of the small battes as the non-boss battles were a tad bit long for me personally when considering the presented mechanics. While others may appreciate the longer battles, I did like that you provided options to alter the battle frequency or escape without penalty.
Thumbs up, and congrats on the submission!
Good entry overall, super amazing art, great comedy! I think battle system was so clear (in theory) that it didn't need the tutorial... but (like others) the tutorial didn't really matter as it took trial and error to "figure" the system out regardless. Once the system was "figured" out.. I still was not even sure if i was just cheesing it or if I actually was on time haha.. which felt really odd. Still overall super good entry.
That was a fun entry! Great job on the art. I love AP style battle systems, and while on the easy side it suits the jam difficult level that a lot of ppl expect. The VN style story progression between battles work well and the dialogue was clear and had a great flow. This is a great submission overall. Well done!
Lumi! You are an absolute legend at using RPGM haha the eventing in this was impressive. David was hilarious btw. Great writing. Clean battle system too! For me personally, I think overall it could have done even better with a tad less of each phase, like 2 less maps of driving and 3 less maps of cleaning to just keep the momentum rolling and impact fresh. Super great job,
Awesome battle system. You have a knack for making these non-cookie-cutter strategic battle systems. Being able to see the enemies crueldowns and planning how to spend yours in conjunction with your skills was super enjoyable.
One very minor thing, as one of those "mouse" rpgm users haha, the "character"/indicator on the "map"/menu was working a bit funny in tandem with the name display :D
Great job, this was really fun to play. Loved it!
Hi! I finished in about 1.5 hours overall. Really enjoyed this submission and installment in HBW. You guys make a great team! I built a lot around the Vampire Claw. It was really cool jumping to all the worlds and collecting all of the personalities that are so well established in the rpgm community.
The critical path was excellent and very clear.
I personally appreciate the on map enemies over RNG battle lol and thought they were very appropriately spaced out.
The Battle system really complemented the attunement system and character collection system as you didn't need to call on a member who wasn't beneficial in a fight against the current enemies.
In some menus it would be nice to see some filters between armor, weapons and even the sub types.
I did enjoy the system for attunement (specifically thought it fit well with being able to choose from so many characters). I was able to figure it out the attunement system pretty quickly. I would suggest some very minor terminology alterations to further improve and support clarity. For example, in the battle UI Armour skills learned from attunements and Weapon skills learned from attunements are both just under "Weapons", might be nice to align it to the label in the map UI "Skills" which also more clearly covers both armour and weapon skills. Then in the Skills menu you could call the "Battle" section "Learned" or something to align with the "Learn" button when attuning.
I absolutely loved this entry and the Art, Music, Vibes all nailed it! Great job :)
Server has now been shutdown :) Thank you to everyone who played, it was so much fun, you all rock!
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Hi!
I'm looking forward to checking out a lot of these awesome submissions for Harold Jam 2023! Well done everyone!
Hrld's Friendzy Online is a small online game I created in the spirit of the Harold Jam 2023: Ascent of the Allies. Feel free to check it out if you just can't get enough harold:
This was only created in "spirit" of the jam (not a submission) as I can't guarantee the server is up when someone goes to play and I am not intending to host the server very long (or fully polish / expand this game due to other commitments).
My goal for this project was to learn how to make a multiplayer game with Unity's new built-in solution. The server is hosted on Google cloud (for now). The game took a total of 10 hours to make during the first couple weeks of the jam (including reading docs and tutorials for the multiplayer). In this game, you can choose from four different characters: Hrld, Mrsh, Thrs, and Lucs (Thanks KV!). Each character has their own unique abilities and damage types that can help you defeat the slimes. You can also use out of battle abilities to heal, restore mana, or boost your attack. You can chat with others online, battle together, and monitor stats.
The game is intended to be played with multiple people, as it is not balanced for solo play. You will need to cooperate with your allies and use your skills wisely to kill slimes and summon the final boss.