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Prompt 1: The space is organized as a long horizontal set of levels that include pitfalls for the player to fall into with the goals at the end of each level with platforms above a main flat area where if you fall you can still be relatively safe. Why relatively safe? Well there are also enemies that will make you start over if you get hit by them, with platforms above you it can make the levels feel somewhat restrictive when going up against the enemies. These contrasts of open space for pitfalls and closed areas for enemy combat makes the player feel as though they are focused on the enemy’s danger when in closed spaces, but they can always jump up to the platforms to take a second to collect their thoughts and decide a new plan of attack. With the platforming across pits in the game, they have no ceiling above and no enemies which makes it ideal for the player to focus on the jumps they have to make. These are the wide and narrow parts of the game and they are used very well to make the player feel certain emotions like panic during narrow parts and concentration in the wide open parts. The player collides with the enemies which will reset the player to the beginning of the level. The player also talks to the cows when they collide and the screen shakes violently which catches the players attention and makes them focus on what the cows say since they only say their dialogue once.