- The designer built an authored story and elements of a story of exertion to convey the game. They also used cutscenes, animations, and had a moment of rest and reward.
- The designer was able to use those methods consistently when the player walks around the room and enters the “dream” world.
- These methods were effective at communicating a “story world” since it allows a player to look around and enjoy surroundings without being punished for it.
- I believe that this game looks great, both artistically and structurally. Good job!