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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)? How did the designer use those methods
consistently? 

  • everything was told via a computer screen and accompanying text to describe the mouse clicks, which remained consistent throughout

2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?

  • the choices were very clearly defined (which marketing method, mode of meeting, etc). the choices affected whether or not the event was successful, and to me it seemed the only major 'bad end' one was selecting in-person mode

3. What feedback, advice, or questions do you have for the designer?

  • I really liked this! I feel you on the message that in-person is kinda doomed to flop at the moment, despite many people inwardly wanting to be meet others face to face