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A jam submission

Tea TimeView game page

Submitted by Ana (@galaxysnapback) — 3 days, 6 hours before the deadline
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Tea Time's itch.io page

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Comments

Submitted

  1. The methods of story telling that the designer used a well done method of exertion and exploration. 
  2. The designer used these methods by allowing the player to select whatever tea they would like to learn about while also motivating the player to interact with the other icons in order to get to see the charm of the tea owner.
  3. The methods helped make the game become clear with it's goal and purpose. 
  4. Overall, really enjoyed the art, animations, and writing of not only the tea descriptions but also the dialogue of the owner. 
Submitted
  1. What methods of storytelling did the designer use?
    1. intermission, exploration
    2. interactive room with fun facts/dialog
  2. How did the designer use those methods consistently?
    1. through dialogue and room design
  3. How effective were those methods at communicating a “storyworld”?
    1. fun unique dialog
  4. What feedback, advice, or questions do you have for the designer?
    1. I thought the game was nice, interesting how you gave the nose an interaction
Submitted

I'm not too sure if it counts as a form of exploration storytelling but I would say that is the closest form. The game is very simple and mostly consists of the tea shop worker telling you about the various types of tea they sell. As someone who knows nothing about tea other than that Green Tea and Earl Grey exist, it was nice to learn a bit about a bunch of types of tea. I liked the tone you went for, being a more laid back and comedic one.

Overall, I liked it and its tone, looks, and color palette. Guess if I were to recommend anything, it be to be give the ability to buy one of the teas I guess.

Submitted

  1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
    1. all dialog/text: interacting with the character's body (nag, nose), signs on the wall, tea cup icons
    2. consistent quirky, amusing tone
  2. How did the designer use those methods consistently?
    1. each item was clearly telegraphed and all kept a consistent tone of voice
  3. How effective were those methods at communicating a “storyworld”?
    1. the quirky tone added to an overall amusing world where people crack jokes 
  4. What feedback, advice, or questions do you have for the designer?
    1. I liked this one! The lady not knowing much about tea at all was a nice twist. maybe u could add a secret item or an ending screen once its over? u could make it fit with the tone too .... ex: "Alright so uh are you going to buy anything, or what?" LOL. overall really amusing experience
Submitted

pretty cool. I liked how to describe the different teas and how different signs, the name tag and the nose all have unique dialogue.