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  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)