A downloadable game

When Reid is banished to a foreign world he can't fight his way out of, he confides his remaining knowledge an in unlikely hero to retrieve an artifact and take him home. As the two heroes journey on, one learns about the other's world while the other realizes battling isn't all Heal and Spark.

Originally created for the Enter The Haroldverse jam, this final version features some important changes and fixes.

  • BUG FIXES: Surprisingly enough, some issues slipped into release. There was even a missing tree tile in the first overworld!
  • QUALITY OF LIFE IMPROVEMENTS: Some particularly frustrating elements of the Haroldverse version have been fixed. For example, spawn rates are lower, stronger enemies spawn farther away, and certain moves have more use to them.
  • MORE CONTENT: No pesky time limit means less of a rush to complete the game. This also means just about everything you can find is interactive! Additionally, there is now a fully developed postgame. Go out and explore!

Otherwise, you'll still get everything you loved from the original, including...

  • Turn-based RPG with a unique mentor system
  • 30-50 minute play time
  • Graphics by the creator of Axial
  • Fully original soundtrack (Theme6 notwithstanding) by an Axial composer
  • The rest of the game by said Axial composer
  • Hilarious Harold hijinx and more!

By callmeDJ and Violet Spinel.

StatusReleased
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorcallmeDJ
GenreRole Playing, Adventure
Tags8-Bit, Comedy, JRPG, Pixel Art, Retro, RPG Maker, Short, Singleplayer

Download

Download
Stuck In The Past - Definitive Edition.zip 24 MB

Install instructions

Extract the ZIP archive and open Game.exe.

Comments

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(1 edit) (+1)

I liked the opening and the premise so far, but I am having issues with the screen size. The default screen size is a bit small and the full screen option makes the size way too big. Is there a way to resolve this?

...



It took around an hour for me to beat the game.

I had a lot of fun with the mentor skill system and maxing out Harold's magic stat with MAG increasing incense.

I was hoping that the log weapon would allow Reid to attack on his own, but it makes sense as to why it wouldn't allow him to do so.

I had fun with looking over the various available skills, but it would have been nice if there had been more skills to learn after level 6.

The statue boss was clever and fun, and the final duel at the end was even more so.

I wasn't expecting to see a familiar sketchy deformed Harold from another itch.io title.

And I definitely wasn't expecting the post-game event involving Axial's Chip.

Overall, this was a very wonderful title and I can see the influence Axial had on the graphics and music.

(2 edits) (+1)

Thanks for playing, glad you enjoyed. VX Ace's screen size and tiles are smaller than MV and later versions of RPG Maker. Not sure if there's a way around this, at least not that I'm aware of. The level 6 thing is more or less because you're suppposed to be around level 5 by the time of the final boss. Since I wasn't planning much after the final boss at first, I decided to have skills end there.

Really Axial is the reason this game exists in the first place. Around the time I made this game, I was on the Axial team as a composer for a little over two years and was pretty close friends with Violet the creator. I bought VX Ace during the Steam Summer Sale and made a goofy test game to learn the ropes. Violet noticed my screens and encouraged me to enter the Haroldverse jam, even going as far as saying he'd make any assets I needed if I joined. I decided to one him up with an original soundtrack and that's where it all began. It was a collaborative process throughout and Violet did indeed contribute most of the graphics (or at least repurpose them from Axial), albeit I tried my hand at a few tiles like the cabinets and the apple pie. I really have to hand it to him for encouraging me to join; I would have never expected game dev to become a new passion but here we are.

(+1)

So cute! Writing is funny, the teaching skills idea is novel and the music slaps as always...

I also love how you can interact with little stuff like the grafitti or apple basket, and the dialogue changes depending if you're at the postgame or not!

Thanks a lot man. The interactivity was actually a last second addition, and I mostly added it because most of the objects not being interactive could turn the player away from those that were. Doing that was a lot of fun though. The postgame changes were a necessity due to how the main game ends, but I decided to have some fun with that as well.