Where is Harold Cinematic Universe, where 20 Harold Games form a series?
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Super Har-Type's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Oldhar Award for Literature: Story | #5 | 3.667 | 3.667 |
Therese Award for Strength: Combat | #5 | 3.762 | 3.762 |
Marsha Award for Music: Sound | #6 | 3.476 | 3.476 |
Harold Award for Excellence | #8 | 3.619 | 3.619 |
Hrld Award for Graphics: Visuals | #9 | 3.667 | 3.667 |
Lucius Award for Laughs: Comedy | #21 | 2.429 | 2.429 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I'd have to wonder how well this concept could translate into a larger project! I think the game mechanics as presented are satisfying by themselves
Very different, and very short. I would’ve liked to shoot at more things. Also the hitboxes are really weird. As someone who’s made a bullet hell shooter before, setting hitboxes to be roughly 75% of the image dimensions, with the player’s being a single center pixel generally works pretty well.
Wait, then again this isn’t technically bullet hell, is it? Oh well, its still neat.
Ahhhh those hitboxes were so hard, so I definitely did not do a good job (and some hitboxes were so far off due to coding errors but I lacked the drive to fix them). Actually you probably could have helped me with some ingenious coding or something. More things. . . that would have broken my brain. Maybe I'll make a PGM game for you one day.
I was not very good at this, so the instant retry after dying was appreciated. The first battle in particular was the hardest (due to the small size) and it took me a bit to figure out I had to keep pressing 'Enter' to attack, instead of repeatedly pressing it. In the end my strategy as Oldhar was to stand still and keep attacking hoping to outlast the enemy.
I enjoyed the story and the unique Oldhar it had (same with the other darksiders).
very cool game, it's so simple and I wish it was longer and more of a challenge. Doing random encounter battles and bosses like this in a sci fi game would be really fun.
Another adventure in unique action sequencing concepts by Human! I do enjoy these short proof-of-concept entries. I love the quirky characters, too. Great job!
This was a fun, self contained, complete game. While it has no replay value I did enjoy it the whole way through for what it was.
Combat was easy. And very pretty. It was interesting and new! I'd love to know what plugins you used for it.
Not really a funny game.
Sound was fitting.
Visuals were stunning, but what on earth was that last abomination!?!
I liked your take on the dark trope. Possibly my fave Oldhar so far. (Hey that kind of rhymes!)
Fun little entry!
Excellence: The gameplay was really the combat; there was nothing interactive outside of it.
Combat: Speaking of which, this was super unique. Did not expect you to pull this off at all. This was one of the first entries that made me realize how stacked this jam was.
Comedy: Not much in the way of comedic value but I thought the way Oldhar teleported back to the main world immediately after the other three did and the music cut out was funny.
Sound: Nothing that really stood out but the music and sounds fit well.
Visuals: Pretty standard RTP stuff. Final boss was pretty freaky too, classic Human Dragonbones stuff.
Story: Really interesting depiction of a less evil Oldhar.
Criteria: The dialogue and dead end worked well enough within the context of the story.
Thanks again for hosting this jam every year. I can safely call this my default jam and I look forward to entering the next one!
Only ultimate play testers can rate the ultimate game.
Short but different entry that uses an underused style of game play.
Although not complex it does not overstay its welcome.
Music choice was fitting and appreciate the use of custom assets for some parts.
That Super Har Type is terrifying in action. What a novel battle system using action sequence to make space shooter!
That seems like a very strange bug! If anyone else experiences it I hope they let me know. The battles were designed to be so easy they were nigh impossible to die in unless you forget to shoot, so something went very wrong here.
EDIT: BG was able to expose a weakness in my action sequencing and/or gameplay instructions that I totally neglected to consider! Many thanks to BG for shoring up my blind spots.
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