Develop a story-game in Bitsy that addresses the following prompt/process:
- Tell a story that uses a choice-based narrative structure.
- This structure could be applied in a wide range of ways:
- You could have a narrator sprite that explains what is happening and the choices available to you in each room, and have objects that represent certain choices.
- You could any one of the three story structures described on page 169 (“Shrub”, “Reconverging Branches”, or “Choices at Ending”)
- You could use consequential (choices that actually change the possible outcomes) or inconsequential (the “illusion of choice” - choices that might feel meaningful for the player to make, but do not substantively change the outcome of the game).
- You could communicate choices using doors in your rooms, objects, or other elements. (You’ll need to be a bit creative to figure out ways for the rooms/sprites/items to “embody” the choices in your game since bitsy doesn’t have a built-in way to communicate dialog choices).