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CChirpy

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A member registered Sep 15, 2020 · View creator page →

Creator of

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The game tells a nice stories through the choices. The choices and dialogue seemed like they were based on personal experience and I thought that was a nice touch. The game was pretty cool, good use of animation too.

(1 edit)

I think the game uses the intermission and choice method of storytelling by telling the story through dialogue. This made the overall experience of playing the game calming. I liked the visuals and thought it was an interesting way to present a poem that's open to interpretation. 

The game uses the exploration method of storytelling by allowing the player to explore different combinations of options. This made the overall experience of playing the game pretty enjoyable to find the different endings. I liked the game, the visuals and dialogue are cute!

How would you describe the structure of your choice-based story?

I think I would describe the structure of my choice-based story as "Reconverging Branches", but with multiple endings.

Why did you choose that structure, and how does it contribute to the experience created by playing through the game?

I planned it so some options would lead to more options that others wouldn't provide, like in my planning sheet in my devlog. However, I only had 3 endings planned so I would've converged branches into the given endings. In the end I think it would've provided a pretty flexible experience despite the limited number of endings.

  1. What methods of storytelling did the designer use?
    1. intermission
  2. How did the designer use those methods consistently?
    1. through dialogue and scenes
  3. How effective were those methods at communicating a “storyworld”?
    1. pretty effective. interesting effect on how the player's opening their eyes to each new scene
  4. What feedback, advice, or questions do you have for the designer?
    1. the transitions and aesthetic of the game were cool, first time i've seen a bitsy game like this

  1. What methods of storytelling did the designer use?
    1. exertion
  2. How did the designer use those methods consistently?
    1. clear objective, needing to obtain certain items
  3. How effective were those methods at communicating a “storyworld”?
    1. cute, fun interactions
  4. What feedback, advice, or questions do you have for the designer?
    1. nice cute game! the transition to the dream world was also pretty cool
  1. What methods of storytelling did the designer use?
    1. intermission, exploration
    2. interactive room with fun facts/dialog
  2. How did the designer use those methods consistently?
    1. through dialogue and room design
  3. How effective were those methods at communicating a “storyworld”?
    1. fun unique dialog
  4. What feedback, advice, or questions do you have for the designer?
    1. I thought the game was nice, interesting how you gave the nose an interaction
  1. What methods of storytelling did the designer use?
    1. intermission
  2. How did the designer use those methods consistently?
    1. through dialogue
    2. consistent look, pretty
  3. How effective were those methods at communicating a “storyworld”?
    1. it was effective, it was clean and nice to look at
  4. What feedback, advice, or questions do you have for the designer?
    1. How'd you draw the dice? It looks really nice.