Prompt 5: Traversing throughout the game deep feels very important to the player. Because it feels like the movement is slow and fragmented, it makes the player feel alone and stranded. This feeling is important to create the eerie and alone tone of the game. The game starts out very bright and vibrant, but quickly changes once random creatures are seen within the depths of the water. Because I didn’t know what those creatures were, I felt scared going forward. However, I wouldn’t feel this tone at all if I were to choose the other ending of the game. This adds to the amount of control the player has when traversing this game. The player has the option to move around the entire screen, so they have a sense of exploration when going through each part of the infested sea. If the player doesn’t take the “light” ending and continues deeper into the water, there are some creatures the player can interact with as well. I think with the ability to explore by swimming and interact with many different objects, the player has many different options to play. I attempted to leave the game from the platform I came in on, and I was not able to until I collected 6 orbs. I also tried moving up a room on the far sides of the screen, and I was unable to. I thought this would be possible because the upcoming room was the same size and layout. Otherwise, this game gives many unique options for interacting with the environment and objects within it.