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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?

  • the stats option and description of consequence were used to convey a sense of wasted time, stress and tiredness. if it was more than just one scenario (to check the phone or to not) i think these things would have been enforced/expanded even further

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?

  • choosing to check the buzzing phone or not is a super clear way to telegraph 'wasting time' or not! it felt semi empowering in that i knew choosing to not check it would save time, but ultimately would cause stress and tiredness if done too much (always take breaks while doing work, but not too long/often! balance the two)

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

  • i really like your system of choice is the arrow keys, just like the last game! very seamless considering how limited bitsy is. how do you do it?? i must know!