Prompt 4: Describe how text is used.
When I start to play it, the game’s name “Escape” showed up. It makes me wonder like what the avatar should escape from, and it motivates the player to explore what is really going on in this game. And the flashing bubble next to the avatar gives a basic context, but not enough for the players to deduce the pilot. The dialogues for the keys and doors are designed to require a key to open the door, because I tried to open the door first without the key and it failed.
The next room is the same idea with the first room, but it changes the key to a dog. Since I did not talk to the dog and just go straight to the bones, I am actually curious about the reasons why I pick the bones up. Without the dialogues of the bones, the players are confused about what to do with the items that they pick up, so it might be better to add some dialog to indicate that it is a bone. Therefore, the players can connect it with the dog and know its function,
When I interact with the princess, I know what my goal is- to help the princess get her necklace. And the dialog with the dog after the avatar escapes from previous rooms makes me realize that those scenes that I have just been through are the places that I want to escape from, but it is not the end. After having the last dialog, we finally get to know the whole plot of the game, which I think is a small plot twist, because those scenes are just the memories and they help me to escape from the comma.