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Prompt 2: The game clearly wants the player to lose due to all the different moving pieces push the player and other pieces the player must avoid. The combination of being pushed around and trying to avoid small red objects makes it clear that the designer wants the player to lose. Additionally, the player is very small and hard to keep track of. The color of the player character blends in well with all the different moving pieces that are on screen, so I found myself losing track of myself often as well. The game doesn’t anticipate the player’s moves, but there are so many moving pieces that the player is confused and unable to keep track of what to expect in the upcoming future of the game. There are no enemies per say, but there are moving red blocks that “kill” the player. They don’t come off as enemies, rather lose conditions because they don’t seem like they’re out to get the player. The interaction of the enemies in the world is completely random. The enemies are concrete objects that seems to want to find me as a player because I have such a hard time avoiding them. Nothing in the game wants to help the layer, besides maybe the large collision blocks, since they also block the red blocks from the player. However, these blocks also push the player around and possibly put them in a vulnerable position. The level does not have a solid path or any other bonuses to help the player, so they are just left to find how to interact and dodge different parts of each game they play.