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Resident Harold MV's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #14 | 3.500 | 3.500 |
Overall | #19 | 3.185 | 3.185 |
Fun | #21 | 2.833 | 2.833 |
Harold | #21 | 3.222 | 3.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It's certainly a pretty interesting survival game with very cool puzzles. Admittedly, once I got the broken sword, I was able to plow through them as if they were cardboard. Not bad.
Haha, glad you think so AceOfAces! Thanks for the comment :D
I know the premise of Harold running away from MZ is the premise but, he descent to villainy was to abrupt, it could have been done a bit more gradually. Also the combat seems too stacked against you, there is no way I could win even at full health and MP.(which I had to converse) You could maybe give Harold at least one less expensive combat skill so you aren't you Spark as a last resort and just spamming attack the whole time.
Thanks for the comment Kazuki!
Yeah, re: the plot, I put all my energy into the two endings haha. I didn't do a good job at all of explaining Harold's behavior from the start, whether that be exposition/subtext.
Balance could use a lot more work for sure. As I was building it, I kept going hmm, I think this is too easy, and scaled it up more here and there.
That said, all the comments have been very helpful, I think I have a good idea of how I would tweak things to get a range of difficulty. There's a lot of quality of life stuff I can add without adjusting the current difficulty/number of resources, as well as a good understanding of what it would take to make a normal/hardcore mode kind of deal.
WOW that was a hard game! The following are my thoughts recorded during the game:
+ Making the character go semi-transparent is a creative way to show the character passing under an area.
- Why is the play area so small? Why no full-screen button? In fact, why no download option?
+ The block puzzle is clever.
+ I like the abundance of hints
+ I love that the enemies are references to the other engines
- Why aren't there any battle backgrounds? It's kind of hard to see the enemies against the map.
- Game can be broken by dying while on the boat
+ This is a very unorthodox game, very challenging, but not unfair (provided you enter with the expectation that you aren't going to smash everything).
+ The boat is, uh, unique
- Not knowing how close the enemies are to death makes judging battles difficult. I want to defeat one of the enemies, but I don't know how close I am to winning.
- The battle animations are sparse. I know that battles aren't the focus of the game, but it would have made what was there more interesting.
"+" is for things I liked, "-" is for things I didn't like.
Overall, solid entry. It definitely captured the survival/rationing feel of Resident Evil. I almost didn't finish; luckily, I decided to try to exit the map and got to the end!
Thanks KV! I really like the semi-transparent tiles, you're the first one to comment on that :D
Also, really appreciate you taking the time to note down your thoughts. I didn't realize you could fight on the boat, not sure how to fix that but that's very good to know.
Appreciate the feedback!
Harold is now forgotten, thanks for everything harold... xD
I enjoyed the puzzles! Definitely has a bit of RE vibe with puzzles, limited resources and running away from the ghosts. The encounters are a bit unforgiving - I smoked bombed them all and got ending B. Harold deserves turning into a statue after what he did to his companions! :P
I'm glad you liked the puzzles! Running is a very viable option, currently there's no difference in ending if you win/lose the final battle anyway, I should've put that in a game tip somewhere. thanks for the comment, haha. :D
It's really hard to read the font sometimes when it gets so crazy font colors. I couldn't read most of the text, especially hard was the super dark red text. Also Harold killing Therese felt extremely out of character.
Oooooh. There is supposed to be a window color actually, and the font is usually white. Thanks for the screenshot! That's definitely a bug. Could I trouble you for your OS and browser? I'm also going to upload a downloadable version for the post-jam version at some point. After my other friends got some loading issues I figured I should have both available.
As for the writing, I definitely could've made it more intuitive, and I plan to on the post-jam edition once I have more time. The intent was that Harold is trying to run away from MZ, and is somewhat self aware, so game "story" becomes trivial to him.
Thanks TuomoL!
Windows 10, Firefox. This is still readable, some text became super darkbrown-red which was literally impossible to read. Yes, making a downloadable version is good idea, I am sorry to say that I looked forward to this game but I didn't really understand anything due to the text bug.
Thanks TuomoL! Good to know, appreciated. FYI if you ever feel like giving it another chance, I have playtested and uploaded the downloadable version on the post jam page at https://gloriousclover.itch.io/resident-harold-mv-post-jam-version. If you don't feel like playing again that's cool too, thanks again for commenting!
Hi GraniteHeart! Thanks for playing and for the comment! Where did you notice the walking on walls? If it's not a room passage, it's probably a bug. And yes, I have gotten feedback re: the constant dying, I'm going to want to add a feature that does instant respawn when death is inevitable to speed up the gameplay loop. Re: the save crystal, you just need to use it over top of a save circle rune, there's one on the main floor, and one in the dungeon. Thanks again for the comment!
Ah I see. Are you talking about this part? That should've been a regular tile, and it shouldn't make the character translucent. I'll fix that in the post jam version later.
And no, there is no instruction for the save crystal, I'll add that into one of the game tips somewhere. Thanks!