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A jam submission

Why Can't I Play Happy Music?View game page

Submitted by Spyder2047 — 3 days, 5 hours before the deadline
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Why Can't I Play Happy Music?'s itch.io page

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Comments

Submitted

1. Intermission?

2. Text narration was given to explore the story

3. As some of the other comments mentioned, the sense of tone is really good. I definitely understand the clear feeling that you're trying to get across.

4. I really loved the artwork, also I think that the concept itself is really cool! More comics should be made with bitsy they're such a cool idea. Good job!

Submitted

  1. What methods of storytelling did the designer use?
    1. intermission
  2. How did the designer use those methods consistently?
    1. through dialogue and scenes
  3. How effective were those methods at communicating a “storyworld”?
    1. pretty effective. interesting effect on how the player's opening their eyes to each new scene
  4. What feedback, advice, or questions do you have for the designer?
    1. the transitions and aesthetic of the game were cool, first time i've seen a bitsy game like this
Submitted

  1. 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)?
    1. repetition and text narration 
  2. How did the designer use those methods consistently?
    1. entire game was a straight lnie with repetition of piano, pathway, transitions, entirely black and white, etc 
  3. How effective were those methods at communicating a “storyworld”?
    1. it sets up a somber tone that persists throughout 
  4. What feedback, advice, or questions do you have for the designer?
    1. i wish things would have been a little more clear, like how the title fit in (i got a general subtle implication, but i was left wanting more details, even if it was more vague ones)
Submitted
  1. The designer built a story of intermission where the entire project consisted of cutscenes that conveyed a deep story.
  2. The designer was able to convey this method by using the right arrow key to continue the story and utilized dialogue to explain it.
  3. 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.
  4. 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.
Submitted

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!