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In this game, almost every room has a different setup of the tiles. For example, the square tiles of the first room are repetitive which gives me a sense of dizziness while entering the game. In my opinion, this dizziness also matches the storyline towards the end of the game (where the character was actually in coma). In addition, the maze also brought lots of attention to me. The tiles in the maze are straight-forward simple: the tiles are filled in with either blank or in the shade of purple. The choice of tiles in the maze room help players to easily identify the path, and present a puzzle that challenges players yet still solvable.  Another example of tile design in this game would be the beach room. The designer uses the room as a canvas in which each tile is a part of a larger image. Also, the representation of a beach is abstract: dots represent the sand and animated curves represent the waves. One thing I observed is that the style of the tiles combination in rooms are interspersed. Some rooms look simple (hospital bed/the maze) while some other rooms look more complex (princess castle/the beach). It is interesting to see different styles of representation are included in this game, and it helps to set players on a balanced level(not too easy and not too challenging). One thing that the designer might be fighting with Bitsy is the transition exits. The designer chooses to use animated arrows or a door tile to direct players to exit the current room. I do see in some rooms (such as the beach) players do need a direction to proceed to the next room, but the arrow tiles sometimes take some attention away from the game itself.