2. The player is allowed to explore the environment. I would definitely like to see where the game goes from here.
3. The story world is super cool. You can tell instantly what the setting is, which I think can be difficult in mediums like bitsy where the graphics are so simple.
4. I liked the way that the player moves through the bus, it's a really unique way to do it given the limitations! Also the visuals look so good. Also how did you do animations/transitions? They look really cool. Overall very nice.
The game has a very linear nature with the occasional ability to have multiple different choices to chose from. This is seen on the bus as the player is given the option to interact with their phone, the window, or to fall asleep. These choices are not exclusive to one another so the player can see all 3 on their first run through. I would say it was effective as it quickly builds up the world to be similar to our own and we quickly learn that the player character is a typical and relatable student.
Overall, very nice work, I love how you were able to use the low resolution to create a very nice artstyle. I am curious to see how this will turn out if you decide to keep working on it.
I'd say the game was fairly explorative, despite what the linear nature may lead you to believe. I enjoyed having the options to check different things while I was on the bus (really interesting way to give a list of options by the way). It was a short experience, but its simplicity took me back to... well, simpler times. It was extremely effective. I saw on the page that it was a work in progress; what comes next? Where do the paper scraps come in? I'm interested!
The designer built a story that allows a player to explore different options that a character might take and utilized cutscenes and animations.
The designer was able to convey this method by allowing the player to choose an option like sleeping on the bus or going on the phone.
These methods were effective at communicating a “story world” since it allowed the player to choose their own options as to what to do before the bus ride ends.
I think the game looks great artistically! I like the color palette used, and I think it gives a nostalgic feel. Similar to what the other commenter said, the ending was a bit confusing since it was just the avatar in an empty room.
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)?
soft color palate conveyed a soft/comfy/laid back tone to me
so did the simple controls and scenario itself (waking up and going on bus ride)
How did the designer use those methods consistently?
colors stayed the same thru out, so did the controls
How effective were those methods at communicating a “storyworld”?
pretty effective; i felt connected to the character to the very realistic scenario you showed ...made me nostalgic for grade school, simpler times
What feedback, advice, or questions do you have for the designer?
I got taken out of the experience when I got to a blank room & couldn't progress. not sure if that meant it's just not a finished game, or something got messed up in bitsy. I still really liked what I saw tho, keep at it!!!
Comments
1. Exploration
2. The player is allowed to explore the environment. I would definitely like to see where the game goes from here.
3. The story world is super cool. You can tell instantly what the setting is, which I think can be difficult in mediums like bitsy where the graphics are so simple.
4. I liked the way that the player moves through the bus, it's a really unique way to do it given the limitations! Also the visuals look so good. Also how did you do animations/transitions? They look really cool. Overall very nice.
The game has a very linear nature with the occasional ability to have multiple different choices to chose from. This is seen on the bus as the player is given the option to interact with their phone, the window, or to fall asleep. These choices are not exclusive to one another so the player can see all 3 on their first run through. I would say it was effective as it quickly builds up the world to be similar to our own and we quickly learn that the player character is a typical and relatable student.
Overall, very nice work, I love how you were able to use the low resolution to create a very nice artstyle. I am curious to see how this will turn out if you decide to keep working on it.
I'd say the game was fairly explorative, despite what the linear nature may lead you to believe. I enjoyed having the options to check different things while I was on the bus (really interesting way to give a list of options by the way). It was a short experience, but its simplicity took me back to... well, simpler times. It was extremely effective. I saw on the page that it was a work in progress; what comes next? Where do the paper scraps come in? I'm interested!
The designer built a story that allows a player to explore different options that a character might take and utilized cutscenes and animations.
The designer was able to convey this method by allowing the player to choose an option like sleeping on the bus or going on the phone.
These methods were effective at communicating a “story world” since it allowed the player to choose their own options as to what to do before the bus ride ends.
I think the game looks great artistically! I like the color palette used, and I think it gives a nostalgic feel. Similar to what the other commenter said, the ending was a bit confusing since it was just the avatar in an empty room.