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Prompt 4: In this game, the player experiences aspects of the world through various elements; however, the most prominent aspect is the dialogue or text. While the player can arguably bypass other elements, the dialogue is crucial to experience as the game is very story and/or dialogue driven. Initially, players are met with a very open layout space, in which they can go any direction of their choice. There is no clear direction that they must take, which can be confusing without knowing the driving force behind the world. From this description, it can be fairly difficult to deduce much about the game world when looking at it upfront. However, there are character sprites with animated markers that drive the player towards different spaces, and these attributes are the driving force behind the way in which the game is played. In addition, there are also items that also add to the game’s story element, and the importance of their roles are highlighted by dialogue. These pieces work together to help players deduce ideas about the game’s story and the world surrounding the story. One of the initial sprites players are met with is a sign that states a little about Tom, one of the characters in the story that drives the player’s exploration of the surroundings. We, as players, cannot piece together much about the story, but the next sprite we are met with, an adventurer, helps players find the next location to go to. This in turn helps us potentially find where Tom is to find out more about the world and character.

In this game, the space is initially organized as one relatively large ‘room’ with two different passageways for the player to go into. I say ‘room’ because the play space, so to speak, is outdoors, but confined to Tom’s village. Within Tom’s village, there are plenty of plants, rocks, trees, bushes, etc that the player will collide with; which makes it so that the player will have to maneuver around each of the objects while exploring the village. In addition to the various plants/rocks, there are also three sprites placed within view of the player right when they begin the game, which immediately gives the player options for things to do. The sprite placed closest to the player is a sign with a question mark emoticon over it, immediately luring the player to interact with it. One of the other sprites, which is a dog, has an anger emoticon over it, while the third sprite (a person) does not have anything - which further invokes the player to move toward the dog rather than the person. The dog then prompts the player to enter the house that is next to it. Upon entering the house, the player is in a small room with some interactable objects and the player is able to exit and return to the village as well. Although all key points of interest are in relatively close proximity to one another, the player can still venture outward and explore the rest of the area before going to interact with the sprites. The last sprite person prompts the player to enter the cave, where the game shifts from a top-down to a platformer, which evidently changes the intended experience as the cave space introduces new mechanics such as the ladders and invisible teleporter.