The colors in this game were used mostly to illustrate the different feelings and environments surrounding the adventurous protagonist. Within the final room, the castle, the background was red, as if to imply the aggression permeated throughout the room as the player hacks and slashes their way through their foes, in order to rescue the damsel in distress. In other places, however, the player experiences the bright yellow colors of a sunny day on their adventure as they make their way across platforms above a water basin. Even in the very first room, assumed to be the protagonist’s home, there is a pink and purple hue to everything, which gives a sense of calm and safety. Despite the changing colors for each new room, the game never felt confusing. In other words, the game felt linear and the player’s next objective felt very straightforward, which I think is a good thing. In making the game straightforward, the developer gave the player a sense of duty to keep pushing forward on this adventure. This is further solidified in that the player cannot return to a room once they have advanced to the next room. The feelings the player interprets from the different colored rooms are experienced and gone in an instant with no option to return. Once the player leaves his pink, comfortable home, there is no return to it, and that feeling the player experienced is now a memory. The color choices are bold and in your face, as if to leave an impression on the player for each different room they enter. This was a great choice by the developer, especially since the player cannot return to a room once they leave it.