Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

The designer defined exits in a great way. There are two types of exits: one is the exit to the next room and the other is an “exit” to the outer space beyond the light blue border. The designer uses a different color (light green) and different pattern to specify the first type of exit. It is obvious to players that that specific tile is an exit. As for the second type of exit, which I believe is a “secret pathway”, they are only specified with a dot on the border. It is noticeable to players but I had no idea that I could go past the border before I approached that dot. The transition between rooms is also interesting. The animation of the transition is very sudden, but the designer has a dialogue prepared before each transition. The dialogue simply tells players if they get this level correctly, if so, the avatar will jump to the next room. I believe it moves me in space. Rooms tend to get harder to solve gradually as well. Each room looks similar while they are distinct from each other in detail. In my opinion, the rooms are constructed in both linear plot and an open format. I had no idea what was going to happen in the next room before finishing the first room. As I discussed above, each room shares some similarities yet there are different binary problems that need to be solved. The “beyond the border” element provides players an open format. The avatar can interact with the symbol on the bottom left corner, and each symbol displays different dialogue that show appreciation for the designer’s mentor. It is a smart design full of surprises and details.