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Tommy's Playground's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #11 | 2.846 | 2.846 |
Historical Accuracy | #14 | 3.231 | 3.231 |
Gameplay | #15 | 2.308 | 2.308 |
Thematic Relevancy | #16 | 3.462 | 3.462 |
Overall | #17 | 2.615 | 2.615 |
Graphics | #20 | 2.538 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Description of your game:
Child labor was rampant during the Industrial Revolution, boys and girls as young as 12 manned factories and mines. Exposing themselves to hazards and cruel work practices. Tommy was on of those who endured.
Assets used (which you didn't make):
Background music by Joshua Stephen Kartes
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Comments
Loving the art style.
I think you might look to Super Mario World for an approach to the ladder design - in those games, when the player is climbing, their x-position is snapped to the center of the ladder, so the behavior when the player ascends/descends is predictable and it is easy to avoid unwanted platform hitbox interactions. I actually do like that it's possible to drop straight down the ladders, because in a time-sensitive situation climbing down a ladder is annoying, but the tradeoff is that you can't have a nice 'stopping point' that the player can stand on after they are finished climbing. Maybe a system where you tap down once to climb the ladder and twice to drop straight through would work well?
As for the steam clouds, I think that the concept is in the right place - time is the challenge, and being slowed is a significant hurdle. The issue is that the effect stacks and is seemingly permanent (I tested and managed to come to a total halt after a couple hits), so if the player is hit a couple times they essentially 'soft-fail' the level, but still have to wait out the timer in order to restart. I would recommend that the effect does not stack, and is set on a timer from the first hit from which the player eventually recovers. If not, then I think it would be reasonable to simply 'kill' the player if they get hit enough times to come to a halt. Maybe the game design question to answer is, "When the player encounters setbacks, how can they recover?"
That said, very solid and consistent design, and overall a well developed game.
I had some difficulty with the ladders as well
Love the art and music in this, as well as the overall idea behind the game. There were a few glitches with the ladder hitboxes going between levels which made it hard to progress, and I think the steam slowing you down could have been a little more gradual or not a permanent effect, but overall a really nice entry to the jam!