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(2 edits)

Prompt 3:

The rooms are  organized where they take up their own bitsy room, utilizing two-way exits which connect each other in the house.  Typically these exits were symbolized by a tile representing an open door. Inaccessible rooms in the house were closed doors. Cardinal transition effects emphasized the connectedness of the rooms depending on the direction the player takes to enter it emphasizing the idea of their connectedness. For example, walking up the stairs had an upward transition effect, and conversely walking down them had a downward one respectively. Most rooms were empty, with no more sprites or items to interact with than a couple. The main kitchen had empty bowls and a bed the cat was not tired enough to use, which was likely conjected given the restrictions of the intractability of items/sprites in the Bitsy engine. Not every room had the same amount of things that the cat could interact with either, keeping each new one unique and worth exploring. The confined nature of the house based on the way the levels were laid out gave it a very constrained atmosphere, despite the free-roam nature of the game. The only moment I felt free was walking outside and running around in the grass and that was only for a moment. Perhaps it is a result of me not playing enough, but the rooms were not really worth re-exploring, though. This was because the only item I remember obtaining was a piece of tuna left in Andrew's room. I thought that perhaps this would cause a branching list somewhere in another room, but I don't remember finding one. The tedious restrictedness of the level design really brings to life the mood that the player really is an aimless pet.