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Prompt 3: The rooms are primarily organized to be a top-down floor-plan type view of a house and its front yard. Having the setting be a house made it easy to distinguish exits, as well as what paths could be taken. Furthermore, the clear and different paths made exploring a point of the game, where the player can venture from room to room and interact with various household objects/items. This also made the transitions fluid and in real-time. The only exception is the one exit/transition where you get in the car and it takes you to the store, which would of course include some sort of skip in relative time, as well as traversing some more distance than the other exits that just take you from room to room within the house. The room for the store is laid out with a long horizontal counter-top spanning from wall to wall that has an array of items for the player to interact with, behind the counter is what appears to be a worker saying “Hello,” which helps to distinguish to the player where exactly they are. Once you find the object you need along the counter, you can transition back to outside the house by leaving the store. While there is room for the player to explore the front yard of the house, the store, and each room of the house, there is still an overall linear plot, where the game has you search for specific objects in the room, making it so that your exploration is not aimless.