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Haroldee Bee Zee's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #14 | 3.144 | 3.235 |
Gameplay | #15 | 2.744 | 2.824 |
Music | #18 | 2.572 | 2.647 |
Comedy | #19 | 2.229 | 2.294 |
Story | #21 | 2.344 | 2.412 |
Overall | #21 | 2.572 | 2.647 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Quite short so I was able to try both battle systems.
Definitely echoing other s though in that the timed-battle system felt better to play (and it was easier and faster XD) Kinda wish there was an ability to dodge attacks like your other game :P (even if I didn't really need it)
on the magic system, I found the spark attacks to be a wasteful usage of MP since there was no difference in damage seemingly, and yeah it felt like it was just dragging too long with both fights since they're nothing but make enemy number go down, increase own number when needed.
Having never seen or read DBZ... All references flew over my head :P
Thanks for playing!
3 things I liked about this entry:
3 things I didn't like:
1 bonus comment: I like that Guard restored MP. It made it a skill I actually wanted to use!
Thanks for playing!
Overall: Not a bad entry, albeit on the short side.
Gameplay: Pretty straightforward. Played through P mode and managed to keep my MP up throughout.
Music: RTP.
Story: Haven't actually watched DBZ so I wasn't fully in tune with the story. Forgive me, father, for I have sinned.
Graphics: Low's battlers work well here and you pulled some cool action sequencing.
Comedy: Little sprinkles here and there.
Thanks for playing!
Harold Bee Zee is an intriguing entry in this year's Harold Game Jam, primarily focused on showcasing a unique battle system through two distinct modes of play. While the game is straightforward, featuring only two fights, it offers a refreshing take on combat mechanics that is worth noting.
The first mode employs timed inputs for the attack command, adding an element of rhythm and precision to each encounter. This mechanic demands quick reflexes and careful timing, making the battles engaging and dynamic. The second mode is a more traditional magic system, allowing for strategic planning and spell-casting prowess. The dual approach caters to different playstyles, offering variety and replayability.
Visually, Harold Bee Zee utilizes mostly default graphics, which, while not groundbreaking, are functional and do not detract from the core experience. The battler sprites, however, are nicely animated, adding a touch of flair to the combat scenes. The music sets an adequate backdrop for the battles without being particularly memorable.
Humor is present but may not resonate with everyone, possibly due to generational differences. Despite this, the game's primary focus on testing and showcasing its battle system is clear, and it succeeds in creating an interesting gameplay experience through its innovative mechanics.
In summary, Harold Bee Zee stands out for its unique approach to combat, offering two distinct modes that cater to different preferences. While the game may be brief and focused on a narrow aspect of gameplay, it effectively demonstrates the potential of its battle system.
Thanks for playing!
This was a short and fun cute entry! I love the usage of the low sprites for the cutscenes along with the nice backgrounds! I find the characters quite quirky as well, especially Lucius. (Seriously, what is it about Lucius always standing out in these harold jams? XD). The gameplay was fun with the timed attack mode and I love the anims and action sequences. Great job! <3
Thank you so much for playing!
Nice opening cut scenes. Must have been a lot of work with all those battlers, but it was fun to watch! I used the timed attack mode and find that battle sequencing really impressive! That alone has made this worth a play. Having played through twice, it feels like a little bit of combat experimentation. Really, would have been better without the magic option since it doesn't offer much meaningful choice. Nice technical prowess with your combat though!
Thanks for playing! And its really great to see that someone realizes how hard it was to make those cutscenes haha. The game was mostly a showcase for them. Wish I hadnt become so busy IRL in the middle of the jam coz I wanted to do much more here but oh well.
The battle choices were interesting, but the magic based one was kind of boring when there's only one party member.
Thanks for playing!
The combo system seems to work well and was satisfying seeing the cool action sequences! Has potential to be fleshed out more. I liked it better than the magic mode.
Thank you so much for playing!
I saw this on stream but I had to play it for my self for a fair review.
Overall: It's a fun game, I think, and the parallels between Harold and Goku get stronger every year. This game just makes that even stronger... like both Harold and Goku.
Game play: The fighting was formulaic, which I kind of liked because it was simple, but it lasted a little too long. Either shorter battles or more interesting action would have been fine. I don't think fire was needed with spark, but it did add some variety.
Music: It was OK.
Story: I've definitely heard the story somewhere before ... It is a fun retelling.
Graphics: They were fine.
Comedy: As an homage to DBZ it was fun and humorous. I liked the cal out to the foolishness of letting evildoers live at the end.
As a fan of DBZ I liked this game for what it was. As a Harold fan I am also liked this game for the comparisons I've also drawn between the two heroes. A good few minutes that I enjoyed.
Thank you so much for playing!
Overall, this entry was fine.
I don't think I could really rate it as good. The story is just the Saiyan Saga, but without that context it kind of dalls down - and the writing was in the author's trademark style, which is to say that it was somewhat odd. I laughed once, I think - and that was upon realising that it was just the Saiyan Saga, but the author kind of failed to capitalise on this other than "there's three guys you fight".
Also, not sure why Vegeta was purple. This could have benefited from custom art.
I'm somewhat confused by the mention of a combo system in the other review haha.
I didn't see a single timed input here, but what I did see was a battle system I didn't really have any chance to lose in. Healing was too cheap for the action economy to ever actually be losable, which meant that what it boiled down to was a series of premade assets, used to tell a story that was lifted from somewhere else, in battles it is impossible to lose. Music wasn't particularly special, art was just Low's, presentation was weird, and I'm just left baffled.
So yeah, a valliant attempt, but given that it was delivered 2w early there was plenty of time to identify and address the above issues. The author's keeping it short was very much appreciated, because that final battle with Not Vegeta really drags, no matter what you do, because of action and battle economy.
Thank you so much for playing!
Short and sweet! The combo system was fun, and the attacks looked cool, but the pacing of the story was so absurd that it had me laughing my ass off. It wasn't especially challenging but it was a cool system, and of the two "timed arrow" based battle systems in this jam, I prefer this one!
Thank you so much for playing!