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The space in the game Pick of Destiny seems to be organized or structured around a town and surrounding nature. Some scenes present in the game are vast and clearly interconnected in such a way that leads the player to believe they are in an expansive forest. Incredibly wide exits in entrances are often used to demonstrate that the user is in fact outside, in spite of the many constraints to where the player is able to actually travel to and from. Trees are used as walls to limit where the player is able to explore while still maintaining the feeling of bigness the overall map gives. The map is laid out to mimic the real world with hills, forests, cemeteries, fields, towns, and many other things that exist in our world. There is not much contrast in terms of space or in terms of color. Everything is basically of the same color and while there is a larger variety of sizes in terms of space it is mostly just larger open areas. As it is set outside this means that all the space in the game needs to be large and open. Any large objects are always dwarfed by the sheer size of the open space of the outside. The collisions are slightly disjointed with how the layout of the map is and are also slightly inconsistent. However, overall the collisions are fairly predictable and the triggers occur whenever the player tries to exceed the bounds of the game's space.