CURRIC 357

This game is for myself and everyone as well!

StatusPrototype
PlatformsHTML5
Authorqu1te
Made withbitsy

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Prompt 3:


The idea of time and space was super interesting in this game. Each room was a completely different scene with a unique colors and landscape. All the rooms had unique ways to guide you through the rooms to find the exits. Some rooms for example had the tiles lead a path for the user to talk. This path would not let you walk outside it and guide you through the scene leading to the exit. Other scenes had the user interact with another character/sprite. These scenes would have some kind of explanation on the scene itself and where the exit would be. Lastly there would be other times where you legit could only move in one direction to exit the room to another. The creator of the game decided to restrict movement so the user would find the exit because it was the only way they could move. The various themes, colors and obstacles in each room added a sense of confusion and randomness. For me it also made me feel as I went through the game that I was making progress toward the end goal. 

All these ways the creator allowed movement, especially between scenes, was super creative. It gave the sense of randomness to the user that the creator wanted to portray. The point of the game from my understanding was to have the user kind of walk around senselessly, working hard to work for an end goal that didn’t exist. The complicated ways of finding rooms, random assortment of scenes, and limited movement helped with this mission. When the user finds out all the progress they have achieved and how far they have gone means nothing,  because of the room styles, they are able to feel frustrated and understand the creators message more.

The text throughout the game was one of the key elements that stood out to me. The initial blurb seems to come from a non-defined narrator and provides a bit of a hint at what to expect and conveys the notion of enjoying the view along the way, but still left me curious about what was to come. In the first room, there were instances of descriptive text (finding barrels of gasoline) and dialogue from the robot. The dialogue from the robot played an important role in guiding me through the game, as it indicated my objective of finding the princess and also provided hints about the hidden walls along the way. The way that you used rainbow text to emphasize certain keywords really caught my attention and made me more interested in looking for/at those specific things. In the second room, the butterflies and cake seemed to utilize an internal voice, as if the player (I) was describing those things and revealing my thoughts as I saw them. The princess' dialogue also utilized different effects (rainbow text and an animation) to convey important points, such as this place being beautiful and where to exit the room. As I moved throughout the desert/beach and forest scenes, the text was mainly focused on revealing thoughts, specifically about the nature and beauty of the setting, which also assisted in revealing the overall message of the game. When you return to the princess, her dialogue ultimately reveals the message of the game which is to appreciate the beauty around you. You continue to use text effects to emphasize this which is effective and adds to the "beauty" of it.