Letter to Thomas by LouieJams

Walking Sim/Simple platformer/Puzzle accompanied by a story of keeping a special connection alive.
Use "A" and "D" to move.
Press "Space" and "D" to jump and "W" to climb in certain places. Use trial and error to get over and around obstacles!
UPDATE: I've uploaded a recorded playthough for those of you unable to play :smiley:
https://youtu.be/01MYfkWfew4
| Youtube | https://louie-jams.itch.io/letter-to-thomas |
| Original URL | https://ldjam.com/events/ludum-dare/46/letter-to-thomas |
Ratings
| Overall | 891th | 3.625⭐ | 74🧑⚖️ |
| Fun | 1899th | 2.979⭐ | 74🧑⚖️ |
| Innovation | 1287th | 3.254⭐ | 73🧑⚖️ |
| Theme | 1815th | 3.361⭐ | 74🧑⚖️ |
| Graphics | 365th | 4.233⭐ | 75🧑⚖️ |
| Mood | 219th | 4.042⭐ | 74🧑⚖️ |
| Given | 113🗳️ | 144🗨️ |
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Two minor suggestion (not game related): You should update your link to be a windows build so people aren't confused. And you should make your itchio page link back here, there's an option on the edit page.
The audio is great
The pace is relaxing
And the story is amazing
I love it!

very cool game
Great job! Hope to play your game next time. Cheers!
I enjoyed it
keep it up and good luck!!!
Just a little thing, I found the collisions for the actions were small. But it's a very good game, one of my favorite for the moment !

:DDD
Great artstyle, great little story, great game overall. And great twist at the end, of course.
Well done!
I also respect the bold choice to save your title screen until the end, very nice touch. :ok_hand:
PS: Super appreciate the nuanced take on the theme, too! One of the more unique interpretations I've seen so far.
I felt that the precise platforming worked against the delivery of the narrative. Dying would have been fine in any other platforming game, but in this one it is especially jarring because it interrupts the flow of the text appearing on the bottom of the screen. Furthermore, the fact that platforming was so precise meant that I had to focus intensely on the postman at times, which meant not reading the text. Audio delivery might have helped, but it wouldn't have solved the problem that dying interrupts the narrative flow.
I think it's interesting to think about whether player death, which is so ubiquitous in games that it's easy to take for granted, are a necessary aspect of games. In this game, the possibility of death forced me to engage with the platforming mechanics, which meant looking more closely at the details of the landscapes. That act of scrutinizing the landscapes made me feel more connected to the postman, which I think is a good thing (sidenote: why is the postman reading the mail he's delivering?). It made me feel like I was actually navigating that treacherous terrain myself. On the flip side, the unforgiving deaths took me in the opposite direction, disconnecting me from the postman. What if death wasn't possible? What if there's no fail state? I can't even imagine what that would look like, because I generally don't play narrative-focused games, but I think there are plenty of successful narrative games out there which do exactly that.
Something else that kind of bothered me was that dying at the end of the game was an unavoidable part of the intended narrative, but dying elsewhere in the game just led to a restart of that screen. The lack of consistency made me feel like the experience was somewhat arbitrary and took me out of the moment. Then again, this problem seems to have plagued adventure games since their inception... there's a narrative the designers want you to follow, and if you don't follow it, you have to restart.
So i'll start with what inspired me to make this game like it is. I really admire the environments of older pixel art games, namely monkey island, runaway and the less older heart of darkness. While all these games had fantasy in them, the art is somewhat realistic and i wanted to try my hand at that.I wondered how i would be able to fit the mood of point and click games along with the precise platforming of heart of darkness.
Now in Heart of Darkness, the player can jump, all the time, but that game was also long with plenty of environment and places to mess around in. Mine had 10 planned environments and if the player did infact have the ability to jump all the time, they would skip past all the puzzles (maybe not the snake) and completely miss the text. Now maybe that's their choice, but then, I wanted it to be rated on a mood and artistic view than be rated as a short, boring platformer. Which, i believe, is what it would of turned out to be.
With the limited timescale, i had to find something that would best fit what i was trying to make. So i tried the method of "you can only jump or climb in certain places". Which not only slowed down the player to read the text but also made it somewhat a puzzle game, of stopping and thinking, so it wasnt a complete walking sim. That's where the point and click aspect comes in, you can't just proceed by jumping around the place and it's not always obvious what you need to do next. I think if i had time to make a point and click, i may of tried that instead, but i also love platforming, so i'm torn!
So with the story, at the start of the game, you are talking to the postman, who you have found stuck under some landslide near the town. The actual gameplay itself, you go back in time and is showing you how the postman ended up getting stuck there. He's not reading the mail while he's walking. The mail is being shown to tell a story on the side of why its important the postman reaches his destination. Now whether or not the postman ends up reading the mail after he gets stuck down there, I didn't decide on. but at the end, you decide that in that situation, you would take to the letter and help the postman deliver it or you wouldn't. But the question is rhetorical, because that's where the game ends.
I realise that this type of gameplay has caused other issues, while trying to fix others, such as frustration for players, and i may have to plan differently for it in future.
Again, really grateful for the input and glad you gave my little project a chance :)
I didn't like the long text delays that are not skippable in the intro.
Especially after encountering the bridge. After 3 times crashing the bridge, I crashed the game, and I had to restart the intro.
I usually enjoy discovering the game, but the jumping mechanic is strange, as it only works when you're exactly in the right place. I was wondering for a while how to get over it, until the game crashed and noticed there was in fact a jumping key.
I think narratively it's just a bit confusing because it's a story of a story of a story. The story of the two people in the orphanage is being told by letters delivered by the postman who he telling you the story of how he got stuck who you are now playing through, but you are not actually the character that is playing. I think it would be more direct if it was one of the people in the orphanage who got stuck (perhaps the one who received the letters), or perhaps you find this person and it's revealed you're the other person who the stuck person is looking for.
Visually the animation is good, I think if the guy had a postman hat or uniform maybe if would be more clear, but maybe it's better if it's left more ambiguous as to what is actually happening.
Anyway nice job!