Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Prompt 3:


The idea of time and space was super interesting in this game. Each room was a completely different scene with a unique colors and landscape. All the rooms had unique ways to guide you through the rooms to find the exits. Some rooms for example had the tiles lead a path for the user to talk. This path would not let you walk outside it and guide you through the scene leading to the exit. Other scenes had the user interact with another character/sprite. These scenes would have some kind of explanation on the scene itself and where the exit would be. Lastly there would be other times where you legit could only move in one direction to exit the room to another. The creator of the game decided to restrict movement so the user would find the exit because it was the only way they could move. The various themes, colors and obstacles in each room added a sense of confusion and randomness. For me it also made me feel as I went through the game that I was making progress toward the end goal. 

All these ways the creator allowed movement, especially between scenes, was super creative. It gave the sense of randomness to the user that the creator wanted to portray. The point of the game from my understanding was to have the user kind of walk around senselessly, working hard to work for an end goal that didn’t exist. The complicated ways of finding rooms, random assortment of scenes, and limited movement helped with this mission. When the user finds out all the progress they have achieved and how far they have gone means nothing,  because of the room styles, they are able to feel frustrated and understand the creators message more.