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Prompt 1: Describe how the shape of the space influences the feeling of play.

The game is centered around the "hero". The story begins in an empty space where the player interacts with another hero. He tells the player to finish the trial on the left. Then the player goes up through the ladder to a platform. The ladder is the entrance to the place where you talk with the character also the item that connects the two scenes. 

After talking, the music changes, and the player has to go into a cave. The cave is displayed in one-third of the entire screen. The scene becomes narrow, which makes players feel they are in a real cave. At the same time, the tight space will make players feel the tension. In the cave, designers used rocks designed for only one player to pass through, combined with the horse. As soon as you touch the player will let the game end to increase the fun of the game. A staircase connects the cave to the outside world. The view opens up once again. Going from a narrow place to a broad place will give the player the satisfaction of passing through the cave. 

Then the player goes down. In order to enter the third scene, the avatar has to pass a narrow through a narrow corridor. A high-speed horse and the narrow hallway increase the difficulty of this part. After entering the new place, players can discover this scene is from wide to narrow and then wide again. The narrow field of view makes the player wonder what will happen in the next place. Throughout the game, the designers repeatedly used limited and open areas to increase the interest of the game.