Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

The spaces and rooms in this game were clearly defined and worked with elements of both time and space. The decision to start the game with the indication of "Day 1" made it clear to me that I might progress through multiple days as the game progressed. As a player, I first went to the object on the right, and upon finding out that I needed to keep looking for the treasure, I went to the left and found the little house with the door. The door very clearly indicated that it led to something/that it was an exit, so that was my natural next step. As I did, I was taken to day 2 and day 3. This was a way of moving the player (me) through time. Within each day, there was also an element of moving in space and I knew to walk towards the right to explore as the first day primed me to do so. The "sea floor" space element of each level/day didn't necessarily seem to be a small or notably vast space. It may have conveyed a sense of "still digging" if the space was a bit larger, but it may have also been frustrating as a player so the space of each level seemed reasonable to me. The whole game and the rooms were conveyed in a fairly linear format with moving from day to day and then searching for treasure on each level. It was also pretty clear to me that the object on the right was what would instruct me, and then the space on the left near the door was where treasure (or trash) might be located.