The game tells a nice stories through the choices. The choices and dialogue seemed like they were based on personal experience and I thought that was a nice touch. The game was pretty cool, good use of animation too.
CChirpy
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A member registered Sep 15, 2020 · View creator page →
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How would you describe the structure of your choice-based story?
I think I would describe the structure of my choice-based story as "Reconverging Branches", but with multiple endings.
Why did you choose that structure, and how does it contribute to the experience created by playing through the game?
I planned it so some options would lead to more options that others wouldn't provide, like in my planning sheet in my devlog. However, I only had 3 endings planned so I would've converged branches into the given endings. In the end I think it would've provided a pretty flexible experience despite the limited number of endings.
- What methods of storytelling did the designer use?
- intermission
- How did the designer use those methods consistently?
- through dialogue and scenes
- How effective were those methods at communicating a “storyworld”?
- pretty effective. interesting effect on how the player's opening their eyes to each new scene
- What feedback, advice, or questions do you have for the designer?
- the transitions and aesthetic of the game were cool, first time i've seen a bitsy game like this
- What methods of storytelling did the designer use?
- exertion
- How did the designer use those methods consistently?
- clear objective, needing to obtain certain items
- How effective were those methods at communicating a “storyworld”?
- cute, fun interactions
- What feedback, advice, or questions do you have for the designer?
- nice cute game! the transition to the dream world was also pretty cool
- What methods of storytelling did the designer use?
- intermission, exploration
- interactive room with fun facts/dialog
- How did the designer use those methods consistently?
- through dialogue and room design
- How effective were those methods at communicating a “storyworld”?
- fun unique dialog
- What feedback, advice, or questions do you have for the designer?
- I thought the game was nice, interesting how you gave the nose an interaction
- What methods of storytelling did the designer use?
- intermission
- How did the designer use those methods consistently?
- through dialogue
- consistent look, pretty
- How effective were those methods at communicating a “storyworld”?
- it was effective, it was clean and nice to look at
- What feedback, advice, or questions do you have for the designer?
- How'd you draw the dice? It looks really nice.