- The designer used exertion to motivate the player to collet the items in order to progress the story.
- The designer used the method through having each character clearly explain to the player on what to do in order to reach the goal.
- The methods were effective with building a story world through the layout of how the player would explore the controller and each character within a different room would comment on the room itself.
- Overall, a good, interesting, a creative game that shows what a world would be in a controller.
Play game
In Control (Mendez)'s itch.io pageComments
- What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
- pieced together what we are in a controller thru dialog
- How did the designer use those methods consistently?
- each room had person speaking and picking up a report
- How effective were those methods at communicating a “storyworld”?
- kinda effective, i wish the enviornments/rooms were clearer to better establish the world
- What feedback, advice, or questions do you have for the designer?
- elaborating on above point: like if u made circuit looking tiles, or more interactable things to convey a quirky representation of a controller
Submitted
Loki and the Mistletoethis was a cool little exploration game! i really enjoyed the world you put inside of the controller, it really feels like it could turn into a cool, bigger game :)
i really liked how you gave all the dudes different dialogue and did a little collectable mission! i'd love to see you do more w this someday
Submitted
Tiny Games Proj 1
Leave a comment
Log in with itch.io to leave a comment.