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Prompt 5: This game revolves around the verbs of interaction, walking, picking up, and examining. The setting of the game is that you are trying to escape a castle, which it made it easy to infer what different objects and symbols were meant to be/do. For example, in the starting room, there were tiles that appeared to depict skulls and crossbones, which are commonly associated with danger. Sure enough, if the player were to move and attempt to interact with them, the player would die and the game would restart. These kinds of traps make it important for the player to move carefully. Furthermore, movement is very necessary to progression because it is vital for the player to go to and interact with the sprites and items, which yield hints or the means to get to another room, respectively. Many of the important things to interact with were either animated, such as sprites that looked like people waving their arms around, or a familiar shape, such as a sign, which would attract the player to move and examine them. However, in the case that a player was to skip by these things and go to exits prematurely - which players will commonly do - they would be met with dialogue detailing what they need to do first, further pushing the importance of verbs such as picking up, examining, and movement. The creator enforcing these mechanics does not leave the player much control over their surroundings. However, the game still makes exploring exciting in some cases, particularly in one room where there are different paths to take.