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Star Wanderer is a game that pushes the limits of Bitsy to give the player the sense of exploration and discovery. The story is fairly linear and it is intended for the player to follow the path given to them by the text interactions in the game. However due to the freedom of movement combined with the interactions in the game specifically saying “venture” rather than a verb like “go”, the player feels like they are exploring. The main verb to associate with the game would be exploring. The changing color palettes in the game are used to create the feeling of each room being set in a different part of space. The color choice to represent the moon as well as purple for deep space draws in players to the immersion. The transition from the earth, to the moon, into deeper space is done using the changing color palette and this is somewhere I see bitsy as a tool limiting the designer’s creativity. Space exploration as a theme is very enjoyable and the game fully explores the theme. The rooms in bitsy are accessed by going upwards which further adds to the feeling of the player going further and further away from Earth and humanity. Venturing into the black hole has a sense of uncertainty as even humans in real life do not know what exactly happens when going beyond the event horizon. I was drawn in by the warped visuals of being inside the black hole and every movement had the feeling of wandering further into the unknown. The stars in the background slowly receding away is a way of signaling to the player that they are going further and further away from the known universe. This is fairly realistic to what scientists expect to happen as the light from the universe ends up all being behind you as you fall into the universe. This touch of realism in the game adds a lot of depth and is a great detail to be appreciated by players who enjoy space exploration. Most space exploration games leave the player feeling small and Star Wanderer is no exception to this. The lack of other humans in the game leaves the player wondering why they are on this mission. On my second playthrough, I started to question the source of the messages to venture further. The game leaves a lot of the story up to the player’s imagination and it fits perfectly for a simple game like this. Telling a complete story is one way to make a story based game but some of the most memorable games and books involve the player’s imagination. The game’s uncertainty goes away after the first few playthroughs and my only feedback would be that adding some branching or player choice would lead to an experience that offers more replayability. The linear experience is very comforting in a sense that everyone who has played the game has felt the same emotions. I think this was the intent of the designer and it shares their passion towards space.