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Frogboy

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A member registered Nov 04, 2017 · View creator page →

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Thanks! I'm glad you like what what you've played so far.

As for the drama, well, let's just say that people in the RPG Maker community are aggressively against generative AI technology. The jokes in the first game landed better because they were mostly aimed at poking fun at AI. This game completely flipped the script on its head in almost every way but that also led to _a lot_ of negative reactions.

I didn't realize that I could properly quote in these forums. Just found the option.

I'll take your word for it. I guess we'll see that answer if you decide to make a third game.

Nah, I'm not going to beat a dead horse. A new game will require new inspiration and Sawyer effectively defused any chance of me being inspired to do anything similar to this by being so cool about it. He handled it like a pro. I might not be completely done trolling but it will definitely be much more on the goofy and light-hearted side.

To paraphrase the argument, it would have been something along the lines of, any human that learned how to emulate all of the different styles of art, writing, coding, and / or knowledge recall would be considered a genius, and rightly so, while a machine that does the same thing is considered evil or at best a thief.

But yeah, humor, especially at the expense of others, is a dangerous game to play. Hopefully I didn't burn too many bridges.

Darn. I really thought the last scene in this one upped the ante from the ending in the original Harold's AI Odyssey. I've got my work cut out for me in part 3. Anyway, thanks for playing. Sorry you didn't enjoy it.

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[ Act 3, where you are meant to use the pearl at the same screen where you found it, unlike with everything else. ]

Almost everything in this game is randomized: the battle grids, item locations, random encounters etc. I make my games for myself as I know that I will end up playing them way more than everyone else in the entire world combined. So yeah, if you played through it again, the screens that almost all of the items appear on would be different. There's a 1 / 9 chance that any given item in that stage will spawn on the screen that it belongs to. Each screen gets one item but they are shuffled and only appear one at a time after you used the last item. 

[ Ironically, when the villains actually bring up a valid point at the end for once, Harold and the AI mostly ignore it, because the game's story itself doesn't seem to have a good answer to it. ]

I was wondering if anyone would catch this. 👍
I actually do have a decent answer to it but for some reason, I lost track of it while writing the story.

[ As an effort to extend an olive branch, I admit that the game does appear to raise some valid points. It appears to insinuate that certain parts of the rpg maker community are way too gatekeeperish and unfriendly and... I agree. ]

It does more than insinuate. There's a reason why I made the Harold Jam hosts, and by proxy most other jam organizers, pressured and  / or influenced by "The Organizers" and not the true villains in the game. To be honest, after last year, I felt that any Harold's AI Odyssey game that wasn't neurotically anti-AI would get ratioed into oblivion so I kind of went no holds barred. 🤷

[ Even if the 'No AI Generated assets' jam rule ultimately didn't have anything to do with your first game, other than reminding the jam organizers that they forgot to put it there. ]

Keep in mind that I wasn't privy to this knowledge until after the jam concluded. For almost an entire year, I was expecting that the reaction to my first game was going to result in the Harold Jam hosts banning AI from all of their future jams, and it played out exactly as anticipated. The only reason I believe it now is because Sawyer seems like stand-up guy so I take him at his word. 

Last year, I made the original Harold's AI Odyssey, almost entirely using AI. You liked it a lot, gave it really good scores, and had a great time and some great laughs. This year, I make an entirely custom game with entirely custom art and zero AI, and you hate it and likely rated it 1's across the board because ... AI sucks?

You're being weird. Did you get into the bourbon cabinet last night?

| ... but like dude settle down
Huh?

Hey, I respect your opinion and honestly do try my best to understand and integrate all arguments and ideas into consideration. However, you misunderstand. Rogue AI is a fictional character in a fictional story that takes place in a fictional world. While there is obviously overlap, there is a marked distinction between my own personal opinions and beliefs and that of the characters within the story. Good storytelling, in my opinion at least, requires this. For instance, I personally don't believe that artificial intelligence has a soul but from a storytelling perspective, in a world where there are multiple universes such as AI Land, RPG Maker Land and the Outside (the real world), making a character like Rogue AI at least believe they have a soul and are "a real person" is simply much more interesting than her just being a computer algorithm. I mean, even the talking Monolith is a character which, ironically, acts more like a computer than Rogue AI.

In actuality, we are making arguments on this subject under two different mindsets. The anti-AI crowd appears to be making a moral argument while the pro-AI crowd is making a practical argument based mostly on inevitability. The technology is here. The genie is out of the bottle. Even if the moral argument is correct, it's a moot point. You might be able to gatekeep the game jam community and make it a safe space for artists and writers to do their thing without having to worry about the intrusion of AI, and that's fine. Niche safe spaces like this will always exist.

But I've seen the march of technology over the course of my lifetime. When I was a small child, no one had a personal computer in their home. When they became affordable enough for the masses, most people wrote them off as a fad or nothing more than glorified game console. Almost nobody realized that virtually every job in the near future would require you to know how to operate one. The same thing happened when the Internet became affordable for everyone. Ignore my warning at your own peril because I foresee learning how to effectively utilize AI as the next must have skill going forward. Love it or hate, you're going to have to know how to use it.

And I think that's why I'm a bit disappointed that the community is so against the adoption of AI in the creation of video games. To me, it feels like staying in the past like a Cobol or Fortran developer refusing to adapt to a changing landscape. I'm not saying that you can't make something good or great without AI. The entire concept of this game was predicated on attempting to do exactly that. As a personal choice, making games as a hobby, that's fine. From a professional sense, if you want try to make it as an indie game dev, It's going to be tough competing with those that do utilize it. I doubt customers are going to care all that much if you use AI or not. They're mostly going to care about the final product that they're purchasing.

Yes, there will be a lot of slop that comes from this just like with any emerging technology. It was no different for the printing press, the camera, the home computer, the Internet, YouTube, Netflix, Spotify, and yes, even RPG Maker. We're used to filtering out slop without a second thought by now. Pretty sure it's a skill everyone has developed as, I don't know how you could get through modern life without it.

But whatever happens, happens. As for this game, I knew that if things played out the way I was expecting, I had the perfect idea for what I wanted to make. It did, I made it, and this was the result. I hope I have the same or similar level of inspiration for next year's Harold Jam. I hope to see you again then.

Thanks for playing and for the kind review! I suspect that the stigma around AI will eventually wear off and it won't be a big deal for too much longer. We'll find out in a couple/few years, I suppose.

I randomized the battle grid for every enemy at the beginning of the game so it's different every time but also stays consistent throughout each playthrough. This decision appears to be the biggest point of contention. I have a feeling that many expected the defense grids to be static and maybe follow a "getting hotter" / "getting colder" type algorithm to lead you to the perfect square, which honestly wouldn't have been a bad idea. Maybe I'll do something like that if I make another game based on this mechanic.

Thanks for playing! I hope you enjoyed it.

The best strategy is to grab the Healing Stone and go to the save point before each boss.

I tend to use a lot of randomization in my games so that I can play them and still have fun. 

Try using the Tools to fix the Broken Stone Alter. Let me know if you get stuck again.

Thank you for playing and I'm glad you enjoyed it! As for being made in bad faith, not as much as you think. While it certainly wasn't the most cordial thing I've ever done, it was an idea that sprung from the overall reaction to my entry last year. When I realized, or at least believed, that I was personally responsible for getting AI banned from future Harold Jams, the story pretty much wrote itself. That's kind of how I work.

While I personally don't agree with banning AI from virtually every game jam, and I suspect that the technology will soon become so ingrained that few will care any longer, I truly mean no offense to the Harold Jam organizers nor the community. My mission was to create the best game I could for the jam and this was the result. Had I pulled any more punches, I don't think I would have liked the end result as much.

Yay! I'm glad you enjoyed my game and thank you for being such a good sport about it. The core concept was birthed a year ago when I realized, or at least strongly believed, that my first entry in the series and to the Harold Jam as a whole, had gotten AI banned. It certainly stirred the hornet's nest. The basic idea was locked in from the beginning and the required theme and the story as it developed inspired the rest.

If memory recalls, you were fair and mature toward my last year's entry and I thank you for extending the same courtesy this time around. I had a blast making both.

| It's sooooo spiteful...

Oops. I tried my best to not attack you, personally, and go after the overall mentality behind banning AI from every game jam. I attempted to be as fair as I could within the concept of the story and the game world I've built.

| Comedy: I was laughing constantly

Excellent! The Harold's AI Odyssey games are comedy games first and foremost. I did attempt to add better gameplay in the sequel, see if my RPG / point-and-click hybrid experiment would be fun. Obviously, I also wanted to explore the central idea of what makes art art, and how technology shaped what art was throughout history since that was at the heart of its inspiration.

| Graphics: This is the part where I get to be spiteful!

Haha! This was your Kobayashi Maru. Well, the whole game was actually, not just the graphics. I was most curious to see how you, and the other two jam organizers, would take to this year's submission. Would you be fair and rate my game on it's merits or do what many others did last year and down vote it into oblivion? To be fair, it's your jam so you reserve the right to do whatever you like, but as I said earlier, I'm glad that you're being a good sport about it.

| Now then, let's address the elephant in the room.

Eh, to be honest, I'm not all that disgruntled about the AI ban. As I'm sure I made perfectly clear, I fully expected it. Heck, without it, I might not have even had an idea for this year.

My primary gripe is how purchased assets, RTP and all other tools that make developing a game easier are perfectly fine while AI generation will get you disqualified. I wouldn't expect bonus points for that which requires little effort on behalf of the dev but penalties and outright bans seem excessive, in my honest opinion.

But with that said, I feel like you picked up on the spirit of what I was going for. Truth be told, I'm not bitter or angry or spiteful. My game would have been far more annoying and low-effort had that truly been my motivation. Making games is a creative outlet for me and this was a unique moment in time where this story could be told and this game could be made. It was kind of a now or never situation, much like the first Harold's AI Odyssey.

So, thanks again and much love to the Harold Jam community. I hope there's no hard feelings from you or the others. Take care and I hope I will be able to participate next year as well.

P.S. My access to the Internet will be very limited for the next couple days. I'll be a little delayed in playing and rating the other entries.

Thanks for playing! Yeah, there's still a little jankiness that could be worked out with the navigation and parallax switching. Perhaps I'll release a final version with a few touch-ups.

As for the 'Perfect' spot, yes, that should be consistent per enemy throughout the game. It is supposed to be more of a memory puzzle than an actual battle system. If you have the stage's upgraded weapon and know the Perfect spot than you can one-shot the battle and not take any damage. The defense grids are randomized each play-through so you're correct in that there is no rhyme or reason to how they are laid out. You just have to find the perfect spot and remember it for each enemy. I almost always add a lot of randomization to my games so that I can play them and still have fun since I will likely play it more than everyone else in the world combined.

I agree with your last point. When I pull out my cell and take a picture of something, I don't consider myself, at that moment, to be creating art. I'm just snapping a photo. Same with typing in a prompt to generate an image. Much like photography, I feel like there will be a new form of artist that emerges who is able to manipulate AI image generation tools in a way that does create amazing results that could be considered art, similar to what a photographer can do with a camera. 

Thanks again for playing. I hope it was an enjoyable and memorable experience.

I'm cool with the longer playtime. My game will likely benefit from it.

Thanks for playing! While the Glinda punchline is definitely the big setup and payoff, the entire game from start to finish is nothing but humor jokes intended to hopefully make you laugh or at least groan at times. When I originally thought of the idea for this game, this joke wasn't born yet. It just kind of evolved naturally from how the game and the jokes and bits that made it in developed.

Awesome! Glad you had a good time

Late Hero and The Barrier of Light and A Sun-Kissed Fantasy both got mostly 5's from me. I felt these two games were rock solid in almost every category. In got my Comedy 5. I've only participated in a few jams and this was the first one that didn't have dedicated judges so I made sure I played as many games as I could and rated them against each other due to not having much frame of reference. It was a really fun experience despite, well ... you know. Looking forward to next year!

Thanks for playing! And yeah, I have an update waiting in the wings when the jam is over that will address random encounters when the player is tired of them.

You're welcome! And don't sweat it. It is remarkably easy to make one or two tiny design decisions that seem perfectly fine as the developer that resonate differently with your players. To be perfectly honest, this one wasn't that bad at all. It was as subtle as breaking the vibe that you had established. I've done far worse on two other jam games of mine and I even managed to mess up a few things on this one as well.

Davina the Lazy Knight appears to be the developer's first foray into RPG Maker and it's evident that they are in the process of learning the engine and getting their feet wet. For a first effort, this game shows a lot of promise and enthusiasm, and it's commendable that they took the initiative to create and submit a game for the Harold Game Jam.

The mechanics, graphics, and music are all default RPG Maker assets, which is to be expected for a beginner project. Despite this, the developer has managed to put together a cohesive and functional game. The default assets are used effectively to create a classic RPG experience, and the story of Davina the Lazy Knight offers a charming and humorous premise, although it would probably benefit from a text scroll at the beginning to set the narrative.

While the game doesn't break new ground in terms of innovation or customization, it serves as a solid foundation for the developer to build upon. Creating a complete game is a significant achievement and it's clear that the developer has the potential to grow and refine their skills.

In conclusion, "Davina the Lazy Knight" is a commendable first effort. The developer has demonstrated the ability to create a complete and functional game, which is a crucial first step in learning any new game engine. I encourage them to keep working on their craft and experimenting with new mechanics in future projects.

Oh, by the way, do I need any of the unique items, like say, the Metal Gear one to beat the final boss or can you beat him with the 3 or so items that you can steal from him?

Oh, for sure! Don't sweat it. I've found that it is remarkably easy to completely mess up a jam entry with one or two small mistakes. I made one game too difficult which completely nuked my score and came very close on this one by setting my encounter rate just a little too high (although I suspect the use of AI, even as a joke, will likely have the same effect on my score this time around :D). But yeah, you've got a solid prototype there. Just need to pace it better and perhaps introduce some of the mechanics at a slower pace.

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I liked the exam one where you avoid the "wrong answer" crystals to get to the "correct answer" one. I thought that one really fun and clever. The other one where you just chase down the little kids and run into them, while perfectly fitting for the storyline, was just a little too simplistic. I mean, it's fine but if there are only going to be two puzzles / mini-games, I would have liked it to be as imaginative as the other one. Now had the game been choke full of mini-games like this, I probably would've forgotten all about this one and not even have mentioned it as my focus would have likely been on other mini-games that I found more entertaining. So, if you decide to continue to work on the game and expand it, you'd be fine leaving it in ... although I guess if you're done with the game then you're also fine leaving it in. It's not that big of a deal, I just like crystal one a lot more.

I always like to max out the protagonist if possible, especially if it's Harold!  :D

Harold Choice Quest is a unique entry that straddles the line between a game and a performance piece, designed to mimic the experience of a glitched and buggy game without actually being so. This intentional design choice is executed impressively, offering an experience that feels chaotic yet controlled.

From the outset, the game bombards you with intentionally crude graphics, jarring music, and gameplay mechanics that appear broken. These elements combine to create a distinct atmosphere where everything feels off-kilter. Despite this, the game remains engaging and fun, a testament to the developer's skill in crafting an experience that subverts expectations while maintaining player interest.

The use of default RPG Maker assets is cleverly implemented. The familiar sounds and visuals are twisted and presented in unexpected ways, playing on the player's preconceptions and delivering a fresh take on well-worn materials. This subversive approach is likely to resonate strongly with those who are deeply familiar with RPG Maker.

While the game may not appeal to everyone—its primary charm lies in its ability to turn apparent flaws into features—those who appreciate this kind of meta-humor and experimental design will find much to enjoy. Harold Choice Quest may be more of an experience than a traditional game, but it’s an experience worth having.

In conclusion, Harold Choice Quest stands out for its creative approach to game design, using intentional glitches and a subversive use of RTP assets to deliver a unique and entertaining experience. It’s a bold entry in the Harold Game Jam, sure to leave a lasting impression on those who appreciate its offbeat charm.

Harold Voidskipper is a refreshing departure from the typical RPG Maker entries that dominate the Harold Game Jam. By utilizing the Godot engine, the developer has created an action-oriented game that benefits greatly from the engine's capabilities, resulting in a smooth and engaging experience.

The first thing that stands out about Harold Voidskipper is its pixel graphics. The visuals are well-crafted and add a layer of charm and nostalgia that complements the game's overall aesthetic. The art style is cohesive and polished, making it a visual treat from start to finish.

Gameplay is another area where this game excels. Unlike many RPG Maker action games that can feel a bit clunky, Harold Voidskipper runs smoothly and efficiently. The controls are responsive, and the action sequences are fluid, providing a seamless experience that is both fun and challenging.

The chiptune music deserves special mention as well. The soundtrack is a perfect match for the game's retro-inspired graphics, enhancing the atmosphere and keeping players engaged. It's clear that a lot of thought went into the audio design, which plays a crucial role in elevating the overall experience.

However, Harold Voidskipper is not without its challenges. The difficulty level is on the higher side for a game jam entry. While it's not insurmountable, it can be a bit daunting, especially without a save option. This lack of a save feature means that players need to complete the game in one sitting, which can be a hurdle for those with limited time.

Despite this, the game's quality shines through. As a Godot game, it may not break new ground, but in the context of the Harold Game Jam, it stands out due to its unique approach and departure from the RPG Maker norm. This difference alone will likely earn it attention and praise within the jam community.

Overall, Harold Voidskipper is a standout entry in this year's Harold Game Jam. Its smooth gameplay, charming pixel graphics, and engaging chiptune music make it one of the more enjoyable games in the competition. While the difficulty and lack of save option may be challenging for some, it's a game worth experiencing. Definitely a nice addition to this year's jam.

Lightning Eagles is an exhilarating action-packed space shooter that delivers exactly what you'd want from a game jam entry. It's a short, engaging, and thoroughly enjoyable experience that perfectly captures the essence of pick-up-and-play fun.

One of the standout features of Lightning Eagles is its fast-paced gameplay. While it isn't particularly challenging, this works in the game's favor, making it accessible and enjoyable for a wide range of players. The straightforward mechanics allow you to jump right into the action without a steep learning curve, making it an ideal game to play when you have a bit of free time and want some quick, satisfying entertainment.

The storyline of Lightning Eagles is another highlight. It’s well-crafted and provides a great payoff that ties everything together nicely. The narrative enhances the overall experience, adding depth and context to the frenetic space battles. Despite the brevity of the game, the story is impactful and leaves a lasting impression.

Additionally, Lightning Eagles fits the theme of the jam perfectly. The game manages to deliver a cohesive and well-executed experience that aligns with the jam's requirements and spirit. This attention to theme and detail demonstrates the developer's skill and understanding of what makes a great jam game.

In conclusion, Lightning Eagles is a must-play for anyone looking for a fun and accessible space shooter. Its combination of exciting gameplay, a compelling storyline, and perfect alignment with the jam's theme makes it a standout entry. Whether you're a seasoned gamer or just looking for a quick and entertaining diversion, Lightning Eagles is sure to provide a great time.

The Concessions and Confession Of Lee Harold Oswald is a unique entry in the Harold Game Jam, focusing heavily on storytelling and narrative immersion. This game is more of an interactive book than a traditional game, prioritizing a complex, text-heavy narrative over gameplay mechanics.

The story is bizarre and intricate, weaving a tale that is both captivating and bewildering. Some players may find the humor sharp and hilarious, while others might find it falls flat. The narrative’s tone oscillates between dark and absurd, creating a surreal experience that is likely to be memorable for those who enjoy unconventional storytelling.

The game’s pacing is slow, as it relies almost entirely on text to convey the story. This can make the experience feel prolonged, especially for players accustomed to more interactive gameplay. The lack of traditional game mechanics means that progression is tied to reading and absorbing the narrative, which may not appeal to everyone.

Despite its unconventional approach, the game is well-written and maintains a consistent voice throughout. The developer’s attention to detail in crafting a complex narrative is commendable, and the story itself is engaging enough to keep players invested. However, the experience may benefit from more interactive elements to break up the dense text and provide variety.

Overall, The Concessions and Confession Of Lee Harold Oswald is a bold experiment in interactive fiction. It offers a distinctive experience that challenges traditional notions of gameplay, focusing instead on delivering a rich, text-based narrative. While it may not be for everyone, those who appreciate deep, quirky storytelling and a heavy emphasis on narrative will find much to enjoy in this entry.

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A Sunkissed Fantasy is an extremely well-done jam game that stands out in this year's Harold Game Jam. The island beach setting perfectly aligns with the theme of the jam, creating an inviting and immersive environment for players. The developer's custom artwork adds a significant amount of charm and personality to the game, setting it apart from many other RPG Maker entries.

The game is well-balanced and well-paced, making it simple enough to pick up and play without feeling boring or derivative. The use of an action point system to handle the turn economy adds a layer of strategic depth to the battles, making each encounter engaging. The gameplay primarily consists of a series of battles interspersed with storyline segments, maintaining a steady rhythm that keeps players invested.

Difficulty-wise, A Sunkissed Fantasy is manageable as long as you keep your defense up. This makes it accessible to a wide range of players, from newcomers to more experienced RPG enthusiasts. The humor, story, and overall comedy are delightful, providing plenty of laughs and a lighthearted tone that complements the beach setting.

Overall, A Sunkissed Fantasy is one of the top entries in this year's Harold Game Jam. Its charming artwork, balanced gameplay, and engaging story make it a standout experience that is sure to leave a lasting impression on players. Whether you're looking for a fun, easy-to-play RPG or just a game that embodies the spirit of the jam, A Sunkissed Fantasy is a must-play.

Also ...    :D

Quest To Terrortalon Isle is a standout entry in this year’s Harold Game Jam, bringing together beautiful custom art and pixel graphics with well-crafted traditional RPG gameplay. This game is a visual and interactive treat, offering a polished and engaging experience that shines among its peers.

The first thing that catches the eye is the art. The custom visuals are stunning, showcasing meticulous attention to detail and a unique aesthetic that sets the game apart. The pixel graphics are equally impressive, providing a nostalgic yet fresh look that enhances the overall charm of the game.

Gameplay is where Quest To Terrortalon Isle truly excels. The traditional RPG mechanics are well-paced and easy to understand, making it accessible to both newcomers and genre veterans. The balance of exploration, combat, and progression is spot-on, ensuring that players are continually engaged and entertained.

The music complements the game beautifully, adding depth to the atmosphere without overshadowing the other elements. It’s solid, well-composed, and enhances the overall experience, creating an immersive environment that pulls players into the world of Terrortalon Isle.

The story, while good enough to support the gameplay, could benefit from a bit more “show” and a little less “tell.” There are moments where the narrative feels a bit heavy-handed, but it doesn’t significantly detract from the enjoyment. The plot is serviceable, providing a backdrop for the adventure without getting in the way of what the game does best.

Overall, Quest To Terrortalon Isle is a fun and entertaining jam game that stands out for its beautiful art, solid gameplay, and immersive music. While there is room for improvement in the storytelling approach, it remains one of the top entries in this year’s Harold Game Jam. It’s a testament to what can be achieved in a game jam setting, and I look forward to seeing more from this developer in the future.

Heroes Come and Go is a game that stands out primarily for its impressive custom pixel art and interesting first-person perspective battle system. The visual presentation is top-notch, showcasing the developer's artistic talent and attention to detail. The pixel art is beautifully crafted, adding a unique and appealing aesthetic to the game.

However, despite its visual strengths, Heroes Come and Go feels more like a test demo than a fully developed game. The gameplay and story elements are underdeveloped, and the experience is marred by numerous bugs that significantly hinder the overall enjoyment.

From the outset, players may encounter issues. Attempting to walk through the door next to the king before talking to him caused the game to crash, requiring a restart. Upon restarting and speaking to the king, another bug surfaced. Talking to the king again after the initial conversation triggered the entire cutscene to start over, ultimately resulting in a crash due to the Loremaster being in a different starting spot and the "Skip if Cannot Move" option not being checked. These and other bugs, which have been reported by other players as well, suggest a lack of thorough testing and polish.

While the concept of Heroes Come and Go has potential, it currently falls short of delivering a cohesive and enjoyable experience. The custom pixel art is the main attraction, and it's clear that a lot of effort went into this aspect of the game. Unfortunately, the gameplay, story, and overall execution are not as well-developed, leaving players with a visually appealing but ultimately frustrating experience.

In conclusion, Heroes Come and Go is a game with a lot of promise thanks to its stunning pixel art and unique battle system. However, it requires significant bug fixes and further development to reach its full potential. As it stands, the game is more of a showcase for the developer's artistic skills rather than a polished, engaging RPG. With additional work and attention to detail, this concept could evolve into something truly special.

Nostalgia is a charming and brief game that features custom sprites for Harold and Lucius. This game offers a unique twist by casting Harold and Lucius in the roles of teachers, deviating from the traditional fantasy setting that fans might expect.

Visually, Nostalgia is quite appealing. The custom sprites are well-crafted and add a distinctive touch to the game, setting it apart from many other RPG Maker entries. The effort put into these visual elements is evident and appreciated, as they contribute significantly to the game's overall charm.

However, the gameplay is quite minimal. With very little to do in terms of interactive elements, players might find themselves wishing for more depth and complexity. The story, while serviceable, doesn’t offer much beyond its initial premise and feels somewhat underdeveloped.

The game includes two minigames, one of which stands out as interesting and engaging. Unfortunately, the other falls short, failing to capture the same level of interest or enjoyment. This inconsistency in the minigames’ quality is a slight drawback, as it affects the overall experience.

The setting of Harold and Lucius as teachers is a refreshing change and adds a unique flavor to the game. It’s an imaginative departure from their usual roles and provides a different context for these familiar characters.

In conclusion, Nostalgia is a cute and visually appealing game that offers a short, pleasant diversion. While it lacks substantial gameplay and a compelling story, the custom sprites and unique setting make it worth a look. It’s a brief but charming entry in the realm of RPG Maker games, though it leaves one wishing for a bit more.

The best financial simulation game I've ever played.  :D

Thanks! I'll give it another shot.

In is a delightful and surprising entry in this year’s Harold Game Jam, cleverly disguising itself as a low-effort, low-quality game only to transform into a wildly entertaining and trippy experience. Initially, the default title screen and RPG Maker MV title music might lead you to believe you’re in for a typical and uninspired journey. However, this game quickly subverts expectations, plunging you into a bizarre and fascinating world where nothing behaves as it should.

The game’s strength lies in its ability to create a sense of disorientation and whimsy, akin to wandering through a fun house. The abundance of cut scenes and strange visual effects contribute to this surreal atmosphere, making each moment unpredictable and engaging. The standard RTP graphics, usually a mark of a generic RPG Maker game, are used effectively here to heighten the sense of oddity and unpredictability.

Humor is a standout feature in In. Rather than relying on witty dialogue, the game’s comedy comes from the sheer craziness of the events unfolding around you. It’s a refreshing approach that keeps players on their toes, constantly wondering what will happen next.

Despite its unconventional presentation, In is a well-crafted game. The deliberate use of default assets to create an expectation of mediocrity, only to turn it on its head, is a clever and effective design choice. The result is a fun and memorable experience that stands out in this year’s Harold Game Jam.

Overall, In is a fun and quirky game that’s definitely worth checking out. It’s a brief but highly entertaining journey into a world of delightful chaos and humor, showcasing the creativity and ingenuity of its developer. This game is a perfect example of how appearances can be deceiving and why it’s worth giving every game a chance.

Late Hero and The Barrier of Light is a standout entry in this year’s Harold Game Jam, offering a fresh and engaging take on the traditional RPG formula. By flipping the script and allowing players to step into the shoes of elite soldiers serving the Demon Lord, the game provides a unique perspective that sets it apart from other entries.

The story is one of the game’s strongest points. It’s engaging and well-written, drawing players into the conflict between the Demon Lord’s forces and the familiar heroes Harold, Theresa, Marsha, and Lucius. The narrative is compelling and keeps you invested from start to finish.

Gameplay and balance are handled exceptionally well. The battles are challenging yet fair, requiring strategic thinking and careful planning. The mechanics are solid, and the game manages to keep players on their toes without becoming frustrating. The RPG elements are well-executed, making for a satisfying and immersive experience.

The music fits perfectly with the game’s theme. It enhances the atmosphere and adds depth to the storytelling, ensuring that each moment feels impactful. The soundtrack is well-composed and complements the overall tone of the game beautifully.

Graphically, while most of the assets are from the default RPG Maker RTP, the game shines with its custom-drawn battlers and bust art for all the main characters, including Harold and his crew. These custom elements add a layer of polish and individuality to the game, making it visually appealing and memorable. The UI is nicely done as well.

There’s really nothing negative to say about Late Hero and The Barrier of Light. It’s a well-rounded, thoroughly enjoyable RPG that excels in all areas. The unique perspective, engaging story, balanced gameplay, fitting music, and custom graphics make it a top contender in this year’s Harold Game Jam.

In conclusion, Late Hero and The Barrier of Light is a fantastic RPG that offers a fresh take on the genre. It’s a must-play for anyone looking for a high-quality game jam entry. This game is easily one of the best in this year’s competition and a testament to what can be achieved in a game jam setting.

Harold and the Curse of Teebeyae is a delightful throwback to the classic Gameboy era, featuring a charming pixel art style and captivating chiptune soundtrack that together create a nostalgic and immersive gaming experience. The visual aesthetics are meticulously crafted, evoking the simplicity and charm of early handheld gaming, while the music complements the retro visuals perfectly, enhancing the overall atmosphere of the game.

The story is engaging enough to keep players invested from start to finish. It provides a solid framework for the gameplay and is well-paced, ensuring that there is always a sense of progression and purpose. The narrative is straightforward but effective, driving the player forward through a series of challenges and adventures.

I felt that the game’s mechanics were explained well, especially once I caught on that it gives you clues on which items will be effective in battle against the enemy you’re battling. The battle system is simple but it perfectly lends itself to feeling like you’re playing an early Gameboy RPG.

Unfortunately, the game’s seamless flow hits a significant roadblock at the final boss battle. This climactic encounter is frustratingly difficult, and despite trying various strategies, I found myself unable to defeat the boss. The battle seemed to drag on interminably, with no clear indication of how to emerge victorious. I have a feeling that I either used or lost the item I needed to defeat him and would have to go back and replay most of the game to do so. If I am correct, that is a big misstep in the game’s design.

It’s a shame because up until that point, Harold and the Curse of Teebeyae was shaping up to be one of the standout entries in this year’s Harold Game Jam. The well-crafted pixel art, catchy chiptunes, and engaging story had me thoroughly entertained, and I was eager to see how the tale would conclude. The frustrating final boss battle, however, left me feeling stuck and uncertain about what I was missing.

Despite this issue, Harold and the Curse of Teebeyae remains a commendable entry in the Harold Game Jam. Its nostalgic charm, solid mechanics, and engaging story make it a game worth experiencing, even if the final hurdle proves to be a bit too challenging. With a bit of tweaking to the final boss encounter, this game could easily be a top contender.

In summary, Harold and the Curse of Teebeyae is a great homage to classic Gameboy RPGs, offering a visually and aurally pleasing experience with a good story to boot.

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.

Ladies and gentlemen, gather 'round and feast your eyes upon the magnum opus of gaming brilliance: My Harold Jam Entry. This game is, without a shadow of a doubt, the pinnacle of interactive entertainment, a masterpiece that transcends the boundaries of mere software to become a veritable tour de force in the annals of gaming history.

Let's begin with the graphics. Oh, the graphics! They are nothing short of a visual symphony, each pixel a brushstroke on the canvas of a digital Michelangelo. The characters are rendered with such meticulous detail that they seem to leap from the screen, breathing life into the game world in a way that rivals—and perhaps even surpasses—the latest AAA titles. The environments are lush, vibrant, and intricately designed, each scene a tableau of unparalleled artistry. One could spend hours simply marveling at the sheer beauty of the landscapes, the stunningly realistic textures, and the breathtaking visual effects.

And the music—oh, the music! It is a celestial auditory experience, a harmonious blend of melodies that would make even the great composers of yore nod in appreciative awe. Imagine if Beethoven, Mozart, and Tchaikovsky were resurrected and tasked with creating a soundtrack for a video game. The result would pale in comparison to the aural perfection of My Harold Jam Entry. Each note is a carefully crafted gem, each composition a timeless masterpiece that elevates the emotional resonance of the game to stratospheric heights. The music is so profoundly moving that it lingers in your soul long after the game is over, an echo of divine genius.

Now, let us delve into the gameplay, which is, quite frankly, a revelation. The mechanics are so innovative, so refreshingly original, that they defy the very conventions of game design. The first battle alone is a masterclass in strategic depth, with Harold and the Bats engaging in a ballet of tactical brilliance that will leave you awestruck. The hit rate set to 0% is not a flaw but a stroke of genius, a deliberate choice that challenges players to rethink their approach and adapt to a new paradigm of interactive engagement. The gameplay is a seamless fusion of challenge and reward, a delicate balance that ensures every moment is imbued with excitement and satisfaction.

The narrative is an epic saga, a tale for the ages that weaves together themes of heroism, sacrifice, and destiny with a deft hand. The dialogue is sharp, witty, and profound, each line a testament to the writer's unparalleled skill. The characters are richly developed, their journeys compelling and deeply affecting. The story unfolds with a pacing that is both exhilarating and perfectly measured, drawing players into a web of intrigue and adventure that is impossible to escape.

In conclusion, My Harold Jam Entry is not just a game; it is an experience, a journey into the very heart of gaming excellence. It is a testament to what can be achieved when creativity, passion, and technical prowess come together in perfect harmony. If you only play one game this year, let it be My Harold Jam Entry. It is a masterpiece of the highest order, deserving of an unprecedented 15 out of 10 rating.

Bravo, developer. Bravo.