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The designer used elements from a story of intermission and combined it with reconverging branches. They were able to do this by using sprites to tell dialogue and have the player choose which car to take, which would give a different experience.
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The use of choice impacted the experience of playing the game since depending on which car was taken, it would give a different result. I thought it was empowering since it made me curious which car would give certain dialogue. I thought it was effective in creating the experience since it allows a player to understand and learn more about the story.
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I thought that the story was really sweet! I like the artwork that the designer made and believed it was very immersive. Great job!
Amy V
Creator of
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The designer used elements of exertion within a story-game and reconverging branches by allowing the player to decide which route they wanted to take, but would give a a specific ending.
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The use of choice heavily impacted the experience in playing the game since the player was suppose to choose which route they wanted to take in order to advance. I felt it was empowering since it makes a player think about which way they want to take. It then made the game effective in creating the experience since the user might feel the growing stress of trying to make sure everything fits within a day.
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I thought that the gameplay was very cool! I like the simplicity in the artstyle, and I like the story behind it. I also thought the ending message was very effective. Great job!
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The designer used methods from exploration and a bit of intermission, combining it with a story-game. They utilized these methods by using interactions with sprites to explain the majority of the poem and have the player choose what kind of ending they would like: optimistic or pessimistic.
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The use of choice did not impact the experience of playing the game too much since it was only utilized at the end. I did not really notice it since it was not used too much, and it made the game effective in creating the experience since it allows the player to decide how they will interpret the poem.
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I enjoyed the small poem that the game told and found the design to be very cute. I think it would help by clarifying which side is optimistic or pessimistic towards the end, but other than that, I thought the game was very interesting!
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The methods of storytelling that the designer used was a story-game with elements of exploration. They were able to do this by having the player select different options, and after doing this several times, it led to a different ending.
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The use of choice heavily impacted the experience of playing the game since in order to advance in the story, the player was suppose to choose a certain option, depending on their mood. I thought it was empowering since it makes one reflect on what would be the best option. Thus, it made the game effective in creating the experience, making it very enjoyable in finding out what is the possible result.
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This was so cute! I loved how the artwork looked, and I thought the designer did a great job. I liked the small puns that were used and like the creativity behind it.
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The methods of storytelling that the designer used was a story-game with elements of exertion. They were able to do this by using cutscenes and animations. The game also took on the ability to allow a player to explore different options that they might take, and depending on what routes the player took, it led to a certain ending.
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The use of choice impacts the experience of playing the game heavily since a certain amount of “karma” that the character generates from their actions will lead to a different ending. I thought it was empowering since it allowed the player to understand that their actions carry weight. As a result, it makes the game effective in creating the experience since it forces a player to think critically depending on their mood and wish to have a certain ending.
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I enjoyed the gameplay and artstyle that the creator took! I thought it was an interesting take on the prompt and thought it was well-done! I like the fact that the player’s choice holds weight on the ending.
- The designer built a story of intermission that consisted of cutscenes and dialogue.
- The designer was able to convey this method by having the player use their arrow keys to advance the story.
- These methods were effective because it allowed the audience to understand what the story was and functioned as if it were a small movie or video.
- I like the way that the artwork moves as the sprite moves to the right. Stylistically and structurally, it looks great! I also enjoyed the color palette used and found the small bit of information to be interesting.
- The designer built a story that consisted of a short puzzle where the player moved around the pipe to get to the water. The project utilized cutscenes and dialogue.
- The designer was able to convey this method by having the player use their arrow keys to navigate around the maze to get out of the pipe.
- These methods were effective at communicating a “story world” since it allows the player to interact with the project and advance the storyline.
- I found this game to be very cute! I like the artwork used, and it was fun going through the maze.
- The designer built a story of intermission where the entire project consisted of cutscenes that conveyed a deep story.
- The designer was able to convey this method by using the right arrow key to continue the story and utilized dialogue to explain it.
- These methods were effective at communicating a “story world” since it allows the audience to become more delved into the story and functions as if it were a movie.
- I honestly enjoyed the artwork done and found the story to be very interesting! I like the color palette used and the small interactions (like moving the sprite) that the player could do to advance the story.
- 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!
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The designer built a story that allows a player to explore different options that a character might take and utilized cutscenes and animations.
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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.
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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.
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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.