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A jam submission

Harold In: Worlds ApartView game page

Submitted by Lumi (@Lumi_dev), Frostnoble — 11 hours, 8 minutes before the deadline
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Harold In: Worlds Apart's itch.io page

Results

CriteriaRankScore*Raw Score
Story#23.2503.250
Comedy#32.9172.917
Music#53.5003.500
Overall#53.3333.333
Graphics#63.6673.667
Gameplay#72.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam HostSubmitted (1 edit)

Three things I liked about this game:

  1. The visual presentation is amazing. The way the characters emote, the smooth pathing of the enemy movements, and even the way the text pops in to the text boxes are just some of the highlights of this game and give a feeling of quality.
  2. The character switching mechanic is well thought-out. There are clear reasons for using Harold or using Marsha, and while there are times where you must use one or the other, there are times where the game leaves it up to the player.
  3. The dialog does a good job of telling the story without overstaying its welcome. There are some fun banter moments throughout, too.

Things I did not like:

  1. Punishments for missing skill check sections are a bit brutal. For example, if someone misses a complex platforming section, there isn't a need to follow up with a skill check of jumping over spikes as they walk back.
  2. Having both a collect-a-thon on top of a time trial is great for replay value but might be a bit much for a game jam, especially when the skill requirements are as high as they are here.
  3. It feels a little too long, but that may be due to having to slog through retrying sections.
(3 edits)

Graphics: 3 - Though I agree with some other comments here regarding visual contrast, the presentation itself is nice. It's got a fun 'RTP, but as a sidescroller' aesthetic and I found myself liking the look. I also liked the expressiveness of the characters.

Sound: 3 - I liked the music, and the sound meshed well with action use! The Marsha death cry is super goofy, though.

Story: 3 - As another person said, this feels and plays out a lot like a teen romcon with an extra helping of gay. I found the dialogue between Harold and Marsha fun, though as the cast gets large and it's hard to feel out or care much about the rest of them.  In spite of Harold and his love interest being the focus, Marsha and her love interest were much more fun together. Also if I didn't see him while collecting artifacts in the last areas, I woulda thought Lucius died as he kinda just never appears again in a story scene after being pulled into the warp. The whole thing feels a bit immature, but it's not necessarily a bad thing.

As a general aside, the antagonist's past, motivation and dimension jumping abilities remind me a ton of a certain character from Limbus Company. This might not be intentional, you might have never played it, but it amused me personally.

Comedy: 3 - It was rather amusing, mostly closer to the beginning of the game when it's just Harold and Marsha. After the main plot starts it gets rather dry, although Marsha and her waifu were funny.

Gameplay: 3 - I'm not going to be as harsh on this as the others. I thought the game was pretty fun and I did clear it getting all the collectibles, though I didn't bother with the speed clears. I DO think the slash jump mechanic, which I have seen before in other games done well, was quite fickle. Adding some lift on the jump is definitely advisable, as well as improving the hitboxes; some of the issues are definitely caused by the lack of mobility in the air, too. 

I don't recall if one was suggested, but a controller is basically required, so I feel sorry for anyone who didn't use one, especially for the few instances that require the slash jump into marsha float combo. This sort of technique, which is basically a Celeste-tier technique, is only required a couple times, so dying 30+ times (if not more) before succeeding is not just plausible but likely. Cleaning up the jump lag and slash jump would make it more fun to do too; instead it's pretty frustrating.

Overall: 3 - I liked it! But getting to the elephant in the room...

There's no way that a first time clear, especially if you bother to grab any collectibles, will be less than an hour. I'm sure it can be done; I'm going to assume that the speed clear times are more than possible. but a part of speed running is learning to play the game at all, and people playing your jam game will not realize that it's actually reasonably challenging before getting stuck and giving up when the hour mark is over. I admit that I did go beyond that point and commented on stuff that happens after I went over an hour in my review because I took a liking to it and wanted to see where it ended up. But yeah.

Either way, I respect the amount of effort! I had some fun.

I have feedback on the platforming elements, how to make some stuff more palatable etc, but I'm afraid that'd all stray from the kinds of platformers Lumi likes to play, so whatever. One hour and a half in I still didn't finish this.

The Slimes stage and the void themed one looked amazing but all the other ones were difficult to parse what was background and what was foreground, and generally looked flat.

One of the funniest games this jam, although the teen dating drama is not for everyone.

Submitted(+1)

I love the premise of having to transfer trains as the reason they have to go through all these stages to get to the festival.  Presentation looks great! The work boss going through the rifts was a really cool effect. I could only reach up to the slimes level  by damage boosting and healing my way through the previous levels (to compensating my poor platforming skills) - but seems like a good challenging platformer for those who can handle it!

Submitted (1 edit) (+1)

On top of what's been mentioned, I unfortunately have to give the graphics score a low rating because there isn't a very strong value contrast to separate foreground objects from background objects. The black outline helps but there's also a missed opportunity to use atmospheric perspective to convey distance as well. Otherwise, I'd have to spend a few seconds to look at an unfamiliar level and figure out what's a platform and what is not

(+1)

First off, pixel art is always nice. BUT MARSHA’S EXPRESSIONS ARE THE BEST THING ABOUT THAT!! I didn’t even need prior context to understand what she was feeling in the moment! Chef’s kiss!

Music had a nice little bop to it.

The story is interesting so far.

Good bleeping lord that game is hard.

If I have any complaints, it’s the difficulty jump from level 1 to level 2, and the difficulty spike around the first boss.

(+1)

I'm going to have to agree with Sawyer on the gameplay part. I played this, got frustrated with jumping and stopped like somewhere after the first boss area since the difficulty spike is insane. It wasn't fun at all. Especially with Harold and the way you have to jump with Harold with the crystals is cumbersome and annoying. I also forgot to use C as skills half the time until late in the game. And Spark skills are about as useful as basic shoot/slash attacks. Marsha's heal is a bit of a better use for it.

Host

Hoo. This is gonna b a tough one, but here's my rankings.

Overall: 3 - This is a really solid entry! I really appreciate all the effort that went into it, and I think it does well on all fronts. With that said, it has a pretty fatal flaw, which, well, we'll get to that.

Music: 3 - Hard to complain here. Hand picked music choices, the Slimes one was a special treat but everything here worked. It is all aggressively Lumi music which isn't necessarily to my tastes but I appreciate that it fits your style so well. Also shout out to the funny noises Harold and Marsha make when they step on spikes.

Graphics: 3 - It's really competent pixel art! I thought the portraits were weird and inconsistent at first but that ends up being a deliberate choice I can appreciate. This comes pretty close to a 4, but there's a high quantity of games with great art here that unfortunately edges out this title.

Story: 3 - Good writing all around, it's got that edgy vibe to it that I'd expect from this version of the characters, and the plot revelations up to the point I made it to were pretty neat!

Comedy: 3 - I wasn't really laughing at much of this, but it's got an overall comedic tone to it that I think makes it overall good in this category.

Gameplay: 1 - Okay, here's where I have things to actually say. This is a frustrating case because this gameplay comes really close to being a full on 4. You'd think with that, I should meet in the middle and give it a 3 or a 2, but my main criteria for a 1 is that it overall hurt the experience, and unfortunately that is the case here. This game is difficult. Like, reminiscent of Celeste levels of frustrating. Now, I think there's plenty of appeal there and I think a lot of this is well executed, but in this particular environment, making such a brutal game mostly just feels sadistic.

Let's start with the good though! I like the mechanics. Two characters is neat, and you do a great job making them both feel like they're useful in their own ways. I'm not the biggest fan of Harold's jump mechanic, it's really difficult to execute and usually just feels kinda forced on me unlike Marsha's float which is basically universally useful even if the level design isn't explicitly made for it. I almost wish Harold just had some sort of double jump from the get-go to give him an even playing field with Marsha. Luckily, Marsha struggles a bit more in combat, enemies don't seem to get knocked back much by her fireballs, so Harold is usually my go to choice for fighting enemies with his wide hitbox and bigger hitstun, so I think that dichotomy is actually useful to keep me from just staying on Marsha permanently.

The bosses are also neat! The worm took a substantial amount of effort for me to beat, but the second boss felt really fair and was actually outright fun. I think if the rest of the game felt like that fight, I'd probably have enjoyed it much more.

That said, there's a decent bit of "jank" for lack of better phrasing here too. Whenever Harold needed to do his crystal thing I'd basically just mash the jump button while swinging because trying to time it was much too hard, but I think the main source of a lot of frustration is spikes with unforgiving hitboxes. It's especially easy to just casually step into a spike because you held the right button for 2 frames longer than the game wanted you to, and the levels love to throw random spikes on the floor for seemingly no game design purpose beyond taxing you if you fail a tricky jump.  Even the worm felt arbitrary for me to win, it hones in on you at weird angles and sometimes this leads to it just absolutely sniping you from the other side of the screen. The only reason I even managed to beat it in the end is because its pathfinding got hung up trying to reach a rift and I was able to get a bunch of cheap shots on it.

A precision platformer like this can be fun, and I maybe even would have had more fun if it was in a different environment, but in a game jam like this I expect to be able to make it through an entry without a ton of difficulty. I've got a lot of games to play (not as many as previous years, granted) and, more importantly, I want to see everything this game has to offer, but even with the generous time limit I felt the game kept knocking me to the ground and denying me access to everything it had. Reaching the third act right when my timer hit the hour mark felt especially cruel, like I was being taunted with this super visually striking segment and an interesting story beat but unfortunately the game doesn't want me to see it (or at least, that's in essence what it feels like). It's hard to make a difficult game while respecting the player's time, and it's part of why I tend to preach that it's better to be too easy than too hard. There might be some cool stuff beyond the point that I had to quit, but unfortunately I won't be able to see it until after I rate this entry.