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demonlady17

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A member registered Feb 12, 2021 · View creator page →

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1. story told thru comptuer screen and dialogue box/narrator explaining the scenario each time a chouce was made

2. choice was clearly defined; choose whether to engage with online communities or not. negative choices also clearly understood

3. maybe make the negative choices less obvious/subtle, just to make players realize later into the game that theyve been giving in to anxiety the whole time. overall good tho!

1. dialogue told the story 

2. choice is shown thru picking doors to enter. empowering since its clear what you are choosing

3. the dialogue was good but felt really long. maybe shortening the word count or having more than one character speak the lines to break it up would help?


1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly
into the definitions from our reading, but please try to describe the method of
storytelling/worldbuilding)? How did the designer use those methods
consistently?

  • the clock/person in the center, plus the signs describing what each path entailed told the story of how we spend much of our time worrying about doing work and being productive 

2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?

  • i think the idea of choosing how to spend the time was impactful. the only thing that took away from this (maybe it was intentional) was how doing a 'productive'/'good' thing only cost a minute, while the 'unproductive'/'bad' thing cost hours. perhaps this was commentary on how we perceive these actions?

3. What feedback, advice, or questions do you have for the designer?

  • i personally think making the 'productive' things cost an hour and the other things costing more would be effective, since it would be more convincing 


1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly
into the definitions from our reading, but please try to describe the method of
storytelling/worldbuilding)? How did the designer use those methods
consistently?

  • the stats option and description of consequence were used to convey a sense of wasted time, stress and tiredness. if it was more than just one scenario (to check the phone or to not) i think these things would have been enforced/expanded even further

2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?

  • choosing to check the buzzing phone or not is a super clear way to telegraph 'wasting time' or not! it felt semi empowering in that i knew choosing to not check it would save time, but ultimately would cause stress and tiredness if done too much (always take breaks while doing work, but not too long/often! balance the two)

3. What feedback, advice, or questions do you have for the designer?

  • i really like your system of choice is the arrow keys, just like the last game! very seamless considering how limited bitsy is. how do you do it?? i must know!


1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly
into the definitions from our reading, but please try to describe the method of
storytelling/worldbuilding)? How did the designer use those methods
consistently? 

  • everything was told via a computer screen and accompanying text to describe the mouse clicks, which remained consistent throughout

2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?

  • the choices were very clearly defined (which marketing method, mode of meeting, etc). the choices affected whether or not the event was successful, and to me it seemed the only major 'bad end' one was selecting in-person mode

3. What feedback, advice, or questions do you have for the designer?

  • I really liked this! I feel you on the message that in-person is kinda doomed to flop at the moment, despite many people inwardly wanting to be meet others face to face

  1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
    1. pieced together what we are in a controller thru dialog 
  2. How did the designer use those methods consistently?
    1. each room had person speaking and picking up a report
  3. How effective were those methods at communicating a “storyworld”?
    1. kinda effective, i wish the enviornments/rooms were clearer to better establish the world
  4. What feedback, advice, or questions do you have for the designer?
    1. elaborating on above point:  like if u made circuit looking tiles, or more interactable things to convey a quirky representation of a controller

  1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
    1. repetition and text narration 
  2. How did the designer use those methods consistently?
    1. entire game was a straight lnie with repetition of piano, pathway, transitions, entirely black and white, etc 
  3. How effective were those methods at communicating a “storyworld”?
    1. it sets up a somber tone that persists throughout 
  4. What feedback, advice, or questions do you have for the designer?
    1. i wish things would have been a little more clear, like how the title fit in (i got a general subtle implication, but i was left wanting more details, even if it was more vague ones)

  1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
    1. text that hinted at the scenario and goals ...pastel green and bright pink tones.... title screen that mentioned plushies
  2. How did the designer use those methods consistently?
    1. everything was clearly written and paths/objectives were clearly defined and easy to complete
  3. How effective were those methods at communicating a “storyworld”?
    1. created a soft, comfy aesthetic (color switch indicated dream land vs real world)
  4. What feedback, advice, or questions do you have for the designer?
    1. this was adorable. i wish there were more interactable items and such, but overall nice simple relaxed experience that i enjoyed. 

  1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
    1. all dialog/text: interacting with the character's body (nag, nose), signs on the wall, tea cup icons
    2. consistent quirky, amusing tone
  2. How did the designer use those methods consistently?
    1. each item was clearly telegraphed and all kept a consistent tone of voice
  3. How effective were those methods at communicating a “storyworld”?
    1. the quirky tone added to an overall amusing world where people crack jokes 
  4. What feedback, advice, or questions do you have for the designer?
    1. I liked this one! The lady not knowing much about tea at all was a nice twist. maybe u could add a secret item or an ending screen once its over? u could make it fit with the tone too .... ex: "Alright so uh are you going to buy anything, or what?" LOL. overall really amusing experience

  1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)?
    1. soft color palate conveyed a soft/comfy/laid back tone to me
    2. so did the simple controls and scenario itself (waking up and going on bus ride)
  2. How did the designer use those methods consistently?
    1. colors stayed the same thru out, so did the controls
  3. How effective were those methods at communicating a “storyworld”?
    1. pretty effective; i felt connected to the character to the very realistic scenario you showed ...made me nostalgic for grade school, simpler times 
  4. What feedback, advice, or questions do you have for the designer?
    1. I got taken out of the experience when I got to a blank room  & couldn't progress. not sure if that meant it's just not a finished game, or something got messed up in bitsy. I still really liked what I saw tho, keep at it!!!