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AnthonyB1116

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A member registered Feb 16, 2021 · View creator page →

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Great Game!! Just a little fast on my gamer laptop lol

With a game that uses shrub storytelling is told through the means of shrub storytelling and the player being immersed through the computer screen provides interesting gameplay to occur. Each choice are clear and strongly show the effects when it comes to the player deciding whether or not they chat with the online communities. It was also fascinating to see how crucial each choice becomes when it affects the players anxiety. Overall, the color scheme, sprites and storytelling makes this experience very memorable.  

Through the use of the shrub method and exploration, these methods have made quite an interesting and fun experience to play through. With message appearing when entering different rooms, it gives some detail but keeps the surprises appearing in an interesting way. If there was an inclusion for more items, I feel that it would help give more depth with the possible choices. Overall a terrific game that creatively utilizes the constant twists and turns of differing choices.

The methods involved the constant monitoring of the stats involving the player's tiredness, energy, etc. With the inclusion of checking the phone, it offers the player more choices to be made. With the phone and management of stress, time, and more, it gives the player a sense of constantly making crucial choices in order to accomplish their goals. Overall, the games balance of using only four arrows to manage one's time and energy was both creative and effective. 

The story was told through an adventurer exploring a system of caves. With the shrub storytelling method, it not only motivates players to explore more of the cave but offers reliability when an abrupt end appears. Each choice that I made as the player not only motivated med to keep replaying once my character died, it also motivated me to remember which path was one that would lead to my end. Overall, the experience was both interesting and fun to play through as well as immersive with the colors of the dark cave. 

This game was a great example of using shrub storytelling in such a creative manner. Each choice had a strong result that could make the experience end very quickly or continue with new results on the way. It also felt empowering with each choice having the consequence of simply giving up on sending out the email or actually putting in the work since it gives players the sense that their choices do matter. Overall, great start and finish, wonderful designs and good color palette. 

Description:

  • How would you describe the structure of your choice-based story?
  • Why did you choose that structure, and how does it contribute to the experience created by playing through the game?

The structure that I would describe my choice-based story game is a interpretive story that relies on the player's exertion. The reason why this is my structure is because I wanted to tell a short story that shows the player the strong connections between the human spirt as well as the nature of animals. Each choice the player makes not only highlights what personality trait they feel that they most align with but also informs them of what animals represent that trait. Each door does highlight a sense of illusion with each choice since ultimately each option shows the lesson that the three traits are connected with nature and all living things. Once the player learns this, then they learn how these traits are also beneficial for communities of all kinds. (man or animal)

  1. The method of storytelling that the designer used was exertion though designer mazes that motivate the player to find their way to reach the end. 
  2. The designer used the method consistently by motivating the player to traverse through each maze and receives the option to talk to other bugs that give hints to what challenges are up ahead.  
  3. The designer used the method in an effective way through creating interesting mazes.  
  4. Overall, an interesting and well designed game with interesting animation for the bug characters. 
  1. The designer used exertion to motivate the player to collet the items in order to progress the story.
  2. The designer used the method through having each character clearly explain to the player on what to do in order to reach the goal.
  3. The methods were effective with building a story world through the layout of how the player would explore the controller and each character within a different room would comment on the room itself. 
  4. Overall, a good, interesting, a creative game that shows what a world would be in a controller. 
  1. The methods of storytelling that were used were exertion and exploration due to how it encourages you to view all the rooms at first and then hits you with a sudden shift in tone to then complete the goal of fixing the system.
  2. The designer used exploration first through encouraging the player to explore and have fun then trough exertion by letting the player know about the mysterious key to which led to the system failing and then the player being motivated to fixing the world. 
  3. The methods were effective with making a storyworld by not only giving the characters interesting dialogue, but also through the visuals and how sudden the change in tone could become. 
  4. Overall, a terrific shot game that tells a truly odd and fascinating story that took a sudden turn which motivates players to continue playing through to the end.

  1. The methods of story telling that the designer used a well done method of exertion and exploration. 
  2. The designer used these methods by allowing the player to select whatever tea they would like to learn about while also motivating the player to interact with the other icons in order to get to see the charm of the tea owner.
  3. The methods helped make the game become clear with it's goal and purpose. 
  4. Overall, really enjoyed the art, animations, and writing of not only the tea descriptions but also the dialogue of the owner. 

  1. The designer used the method of exertion story telling. 
  2. The designer used this method consistently through using each character in the dream world to direct the player to roam and collect what items are needed to complete the story.
  3. The methods were effective through each character giving the world some life through the funny dialogue and clear directions given to the player.  
  4. All in all, I enjoyed the game. I like the cute animations of each animal the player meets and enjoyed how the "froggles" puzzle motivates the player to explore the small world.


  1. The designer used the method of exertion story telling. 
  2. The designer used this method consistently through using each character in the dream world to direct the player to roam and collect what items are needed to complete the story.
  3. The methods were effective through each character giving the world some life through the funny dialogue and clear directions given to the player.  
  4. All in all, I enjoyed the game. I like the cute animations of each animal the player meets and enjoyed how the "froggles" puzzle motivates the player to explore the small world.