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A jam submission

TabletopView game page

Submitted by makermiles — 3 days, 5 hours before the deadline
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Tabletop's itch.io page

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Comments

Submitted

The creator used the storytelling method of intermission for this game. This was done through a strictly linear nature with only a few tile to walk on and each prompting a dialog box. I would say this method works as I was instantly intrigued by what the next piece of dialogue would say.

I love how you designed the background, it is very pretty and the d20 honestly looks amazing. I loved how it would rotate after each piece of text. The whole d20 felt more like an actual 3d object rather than a bunch of tiles working in unison.

Submitted

1. Intermission?

2.  The conveyance of text was a good example of this.

3.  I really liked the picture of the dice! It looks like it took a long time to complete, but it looks really good.

4. Great game!

Submitted
  1. The designer built a story of intermission that consisted of cutscenes and dialogue.
  2. The designer was able to convey this method by having the player use their arrow keys to advance the story.
  3. 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.
  4. 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.
Submitted
  1. What methods of storytelling did the designer use?
    1. intermission
  2. How did the designer use those methods consistently?
    1. through dialogue
    2. consistent look, pretty
  3. How effective were those methods at communicating a “storyworld”?
    1. it was effective, it was clean and nice to look at
  4. What feedback, advice, or questions do you have for the designer?
    1. How'd you draw the dice? It looks really nice.