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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. pieced together what we are in a controller thru dialog 
  2. How did the designer use those methods consistently?
    1. each room had person speaking and picking up a report
  3. How effective were those methods at communicating a “storyworld”?
    1. kinda effective, i wish the enviornments/rooms were clearer to better establish the world
  4. What feedback, advice, or questions do you have for the designer?
    1. elaborating on above point:  like if u made circuit looking tiles, or more interactable things to convey a quirky representation of a controller