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mendeza6

10
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A member registered Feb 16, 2021 · View creator page →

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I liked the concept of this! I'd say the game fits the most in a "shrub" style, but that's mainly because of all the different ways there are to fail. Most of the choices were delivered through pathways in the cave. It reminded me old-style adventure games, where everything is out to kill you. I'd maybe consider having other ways for the player to actually succeed? I never actually got around to the "good" ending, but I did find a lot of ways to die. Good stuff!

This was a pleasant experience! The stories two branching paths end up converging at the same end. Usually I'm not a fan of choices that don't matter, but given the context, I think it fits. It gives a reason to go back and check the other option to pick up other details you may have missed. Nice job!

Interesting subject! Do you stream yourself?

The game focuses on "exploring" different options through using the "shrub" method of choice. I think the stress and anxiety that someone might have with both streaming or even participating in a chat. My only gripe was that I had to keep moving to the cursor before picking my choice; I felt it options were explained well enough when entering the room. Otherwise, great job!

The game has an emphasis on exploration, and uses the "shrub" method for choices. I was especially impressed by how expansive of a world was conveyed.  The game kept me guessing over what choices would lead to what outcomes; for example, having great gear doesn't mean much if you don't do any training. This is a game I'd be interested in returning to to see what all the endings are. Nicely done!

I liked the writing! Also this hit close to home!

I think the game tells it's story through exploration, in that we learn about the consequences of our actions as the game progresses; sometime immediately after picking it. The choices were all impactful, and illustrated that even if you have a great idea for a meeting, it would be pointless if it wasn't advertised well. I guess all of the different ending would make this a "shrub" to use the chapter's terminology. Nice job!

This is an explorative game, where you can walk straight to the end or stop and gain some more context for the world. My biggest suggestion would be to give some more context at the beginning; I didn't even know I was playing as Loki until I got to the end. Otherwise, I thought the art looked really nice! Adding some more context would help elevate it more as a whole.

This one was interesting! It relied a lot on exploration, both when looking for the doll, and escaping. The first half was especially relatable; I think most people can remember a time they were frantically looking for something. The context was vague enough to make me want to see what happened next. I have to ask though, why did the worry doll want to escape? Really cool concept!

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!

I'd say the story fits cleanest in "Intermission," but really that's only because this is more of a proper story than a game. That isn't to detract from the project; it was well made, and better written.  The slow, gradual transition between scenes kept me wondering what was going to happen. Out of curiosity, what gave you the idea to take this approach with the project? I hadn't considered it, but you made the most out of a limited toolkit. Nice job!

The transition into the dream world was a nice touch! I'm not sure if the story fits cleanly into one of the three categories, but you used comedy well. The audience suspends their disbelief since it's a dream world, so anything can happen. The puzzles, while basic, show promise to potentially expanding on this idea in the future.  Your dialogue was great; I'd suggest finding ways to lean on that more in later projects. Nice job!