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A jam submission

I Dream Of HaroldView game page

The Dream Is Dead's spiritual successor!
Submitted by callmeDJ (@callmeDJ169) — 23 hours, 7 minutes before the deadline
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I Dream Of Harold's itch.io page

Results

CriteriaRankScore*Raw Score
Music#13.9204.333
Comedy#42.8143.111
Graphics#53.7194.111
Story#62.9153.222
Overall#63.3173.667
Gameplay#92.4122.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Very nice setup. I didn't play the prequels, but i will now. I really liked the idea of the names above the dialogue overlay. Nice solution. I also found the FX and Music very fitting and enjoyable. I played it on OGGBC with EZcard. Works well this way and looked great. I wish you much success in the comp, and i am looking forward to your future work.

Developer

Thanks so much!

(+1)

Very happy to see Koma again! This dream lives on.
A simple walking simulator (with a platforming segment), but nothing wrong with that. Nice music, which is to be expected, and nice graphics - looking forward to their use in your future game. Admittedly I haven't played your past harold jam games so I can't fully enjoy the non-Koma references (I should rectify that some day), but everything was still easy to understand. Overall, I had fun and enjoyed my time playing.

Developer(+1)

Hey man, thanks for playing! Really appreciate your consistent support. I really wanted to bring Koma back for this jam and I still have more ideas I'd love to execute with her! There's so many different ways you can take dreams as the basis of a story and I'd love to make Koma almost a mascot for myself. If you're willing to deep dig into my catalog, I'd love it if you gave my other Harold Jam games a whirl! They're far more inspired than this one and none of them (except maybe Stuck in the Liminal) will run you more than an hour.

(+1)

Rating this one was tricky because I don't want my biases to spill. Still not certain but whatever. Good work, DJ.

Very cute. Lovingly made soundtrack, even if we have other heavy competitors there this year.
I wish there was more gameplay, maybe some word puzzles instead of just walking and reading and a jank platformer. Simple story, it's better if you know the games referenced, worse if you don't.

Developer

Thanks for playing Nate! I appreciate the soundtrack love, even if I'd disagree that the music competition is very heavy this year.  I wanted to do some wild gameplay gimmicks but I really didn't have the energy, ideas, and motivation to figure out much. I'm a little worried about my plans to send this in to GBCompo 2025 since it'll probably be lost on some of the entrants.

Submitted(+1)

The gameboy pixel art looks great with fitting music too! Nice little short story with cool reference to your previous games. Cute fun ending with Harold in the end!

Developer

Glad you enjoyed it!

Submitted(+1)

While visual novel is not my cup of tea, this game still grabs my attention. The ending is kinda expected halfway trough the game but still caught me off guard with the delivery. The music also fits into the game nicely. It sounds great and really elevate the gameplay.

The platformer section is quite hard, mainly because I cannot see too far forward. When the enemy appears, it is already too late. Or maybe I just too impatient.

Overall, I enjoy my time playing the game. Good job! 

Developer (1 edit) (+1)

Sorry for forgetting to reply to you! Glad you liked it. Game Boy platformers are kinda tough to make due to the small screen size and admittedly it's pretty stock GB Studio with little modifications. Making actually good platformers is not in my wheelhouse. Maybe I should talk to Lumi.

Graphics: 4 - I am not overly familiar with it because I didn't own a Gameboy Color as a kid, but I know it well enough to understand this nails the aesthetic. The game itself feels a bit like a cross between Pokemon and Earthbound, visually. Great job.

Sound: 4 - Authentic-sounding beep boops that fit the game well. Sounds great too. Nice stuff!

Gameplay: 2 - Effectively, it's a narrative-driven walking sim. This is one of the shorter entries, so while the gameplay is little more than an apple grabbling contest it never manages to become frustrating or drawn out. There is a platforming segment that is simple and easy enough, though Koma's movement is very weighty and somewhat hard to control. I'm not sure what getting all the apples does but it wasn't hard to get them all so I did it anyways.

Story: 2 - Koma, our protagonist, jumps into the dreams of people while they are sleeping and interacts with the world inside in a manner similar to the game Alundra, but with a lot less dying. It's a fun enough conceit and I l ended up liking Koma, who you'd expect to be more serious but is actually kind of a derp. The dialogue is interesting and has a distinctive feel to it too.

That said, I found the narrative itself uninteresting. This is another game where Harold is dumb as a bag of rocks and gets lost cause of his stupidity. The dream worlds are not really weird or compelling enough to carry interest, either.

Comedy: 3 - This game has some pretty campy characters and I found myself smiling here and there. The archeologist made me laugh out loud.

Overall: 3  - I really like the aesthetics, enjoyed some of the characters and I had a laugh or two. An enjoyable time.

Developer (2 edits)

Thanks for playing! I'll address your feedback by criteria.

  • Graphics: Makes a lot of sense. A lot of the new graphics I made are for what is essentially a more grounded and realistic take on Pokemon set in the Midwestern US. I also used a lot of Pokemon and Earthbound tilesets as reference.
  • Sound: I do a lot of chiptune so it was light work. This is made to run on a Game Boy so both the graphics and sound are more than just a stylistic touch.
  • Gameplay: Narrative-driven walking sim was my goal. Getting all the apples was supposed to trigger different endings but time got the better of me. I'll probably spice that up in the post-jam build.
  • Story: A strong story was my goal for this Harold Jam for a while, but ironically enough the original The Dream Is Dead satisfied that niche. Koma was in fact played pretty seriously in the original game, but I've always liked the idea of her being a little looser and sillier when she's not locked in and giving dream therapy. Tryharding with the story again would have been neat, but Harold Jam isn't exactly a serious jam to begin with and my passion for jams in general is kinda fading so I didn't really care this time. I also didn't exactly enjoy this jam either so that infectious level of fun and whimsy probably isn't shining through either. Maybe if I play Alundra that'll motivate me to give Koma some more time in the sun!
  • Comedy: "Campy" is a first for me! If you really want Cavid to click, check out Harold & The Curse of Teebeyae! This game does make a little more sense if you're a Harold Jam veteran.
Jam HostSubmitted

Three things I liked about this game:

  1. The music is outstanding! Someone has been learning from the greats of the GBC era. 😉
  2. The game is pretty straightforward; nothing is too hard to do or figure out.
  3. Fun references to past jam games.

Three things I did not like:

  1. The platforming section was a bit rough. I wasn't sure whether or not I could jump on enemies, the acceleration/deceleration made movement feel a little slippery, and having an object that you can stand on and also walk past is a bit iffy.
  2. A minor quibble, but if you can't leave an area without completing the objective first, why give the player the option to leave at all? Similarly, why give the player the option to say "no" when there clearly is no reason to stay? And why let a player return to an area that has been completed?
  3. The game is so short and there's no game over areas, so having a save menu seemed a bit redundant; I would have preferred to have a run button.

Also, I'm not sure if there's anything you could have done about this, but the fact that the text UI refreshes each time you change a letter on a character's name was a little annoying. It still was a neat touch for name reveals.

Developer (3 edits)

Love your format! I'll reply the same way.

  1. Appreciate it. I didn't have a lot of time and energy for the soundtrack this time around so I'm glad it still comes across. It's a lot more traditional than the punchy European-style chiptune I did for Teebeyae, which I attribute to hUGE Tracker being a little tougher to pull off that style with and the deliberate choice to do something a little more holistically Game Boy.
  2. I wanted to do something dumbass simple this jam since I knew I'd have to balance it with full-time work. My initial idea was some sort of Harold Nikki which is ultimately what this game became!
  3. I didn't want it to be too callback heavy but I feel like it works. I'm a little bummed I had to scrap one dungeon which was gonna be based on a future project, although snippets did make it into Marsha's.

And now for the cons:

  1. Mostly stock GBStudio platforming mechanics with some little tweaks to the acceleration and deceleration. I was running out of time so I wasn't trying to sweat things too much. Completely stock platforming is nearly unplayable IMO.
  2. This was kind of a dumb oversight. Most likely gonna fix it post-jam since it's so minor.
  3. I wasn't sure how long this game would last at first; it was originally going to be much longer. I don't regret the save system as I think it was a good challenge for getting used to GB Studio, but the run button is tempting.

As for the flashing text during character name changes, unfortunately that's what GBStudio refers to as instant speed. There's probably a better way to handle this behavior.