- 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)?
- repetition and text narration
- How did the designer use those methods consistently?
- entire game was a straight lnie with repetition of piano, pathway, transitions, entirely black and white, etc
- How effective were those methods at communicating a “storyworld”?
- it sets up a somber tone that persists throughout
- What feedback, advice, or questions do you have for the designer?
- 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)