Controls: A & D or ← & → to move, space bar to jump. Use the shift key to time travel between past and present in the levels, and to travel to and from the pawn shop at the beginning of the game and after each level.

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Pawning from the Past is  a pseudo-educational platformer game that can teach kids about the history and cultures of the world. The player must use their time-travelling abilities to swap back and forth between past and present, solve puzzles, and find ancient treasures once thought to be lost forever.

This is a student game created by second-year students at Champlain College, and is currently a work-in-progress.

Week 5 Updates: 

- Worked on implementing a lot more art (a lot of new backgrounds, player art and animations, various assets here and there)

- Fixed some bugs from the last build

- Implemented music in the different areas

- Made some new levels and a tutorial

- Made a proper title screen

StatusPrototype
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorCheese Routine Studios
GenrePlatformer
Made withUnity

Comments

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I was intrigued by the time travelling concept but none of the levels felt like they were especially built around that idea, I never really felt like I was trying to solve a platforming puzzle, more just that I was platforming. I did really like the idea I just didn't feel like the levels were refined around it. I liked the zany art style and your title screen has a lot to appreciate (even if I was never a big Dr Who guy)

Also I was soft locked by the palm tree and couldn't get out without refreshing my browser.

I really liked the concept of your game, and I don't think that I have ever seen a game with a similar idea as yours. The art was also very pleasant to look at and fit the concept well. 


However, you might want to either tune the jumping mechanic to allow the player to jump further or fix the collision masks on the platforms. Unfortunately, I could not make it further than the Ancient Egypt level because the player simply doesn't jump far enough to reach a certain platform. Moreover, once a layer misses a jump and falls to the area between the elevated platforms, it's impossible for them to get out without restarting the game.


I think that your game has a lot of potentials, but the issues I described need to be fixed to allow for a better player experience.