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oconneb3

10
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A member registered Feb 16, 2021 · View creator page →

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I loved how you used reconverging storytelling. At first I was getting frustrated at trying to be productive not changing much but when it clicked that that was what you were trying to accomplish, I was really into it. I liked no matter how hard you try to be productive in the game, you just can't and eventually will have to chose the other option. So I guess the choices were disempowering but they were intentionally and I believe it worked out in your favor. Overall, really nice game, I'm a big fan of how you deliver the message in it.

The story is told through the means of shrub storytelling. I think it is effective in this as I keep replaying to see how the other branches would alter the story.

The choices felt empowering and while it may feel like the player has to choose between such small options, I felt that the increased effort needed to select one was relatable in a way.

Overall, big fan of what you made and I'm interested to see how the paths I did not choose would end up.

I liked how your game used shrub story telling with every choice resulting in a unique branch in the ending.

The choices were empowering and I knew a head of time roughly how they would affect the ending but they still had parts that surprised me.

Overall, really nice game with a nice story. I think you did a great job of designing it visually and the color palette is nice to look at.

Pretty nice game using exertion in its story with each scene being allowing the player to do one of 2 choices.

Choice directly impacted the game as each choice made would contribute to either a good or bad ending. Because of this, each choice felt important to the overall narrative.

Overall, I liked what you made, the game looks nice and does convey the feeling of a King needing to make choices of whether or not to help the people.

Nice job at using exploration to tell a story.  I loved how they're were so many paths and they honestly were intimidating (in a good way).

I liked the choice in choosing my path and also the little text boxes describing how the character was concerned about heat for example really helped shape my choices to be more informed on what path was the one I wanted to take.

The only suggestion that I have is that I would have liked a chickening out ending if you decide to leave the cave before getting an ending, maybe even changing if grabbed something valuable first.

The creator used the storytelling method of intermission for this game. This was done through a strictly linear nature with only a few tile to walk on and each prompting a dialog box. I would say this method works as I was instantly intrigued by what the next piece of dialogue would say.

I love how you designed the background, it is very pretty and the d20 honestly looks amazing. I loved how it would rotate after each piece of text. The whole d20 felt more like an actual 3d object rather than a bunch of tiles working in unison.

The game has a very linear nature with the occasional ability to have multiple different choices to chose from. This is seen on the bus as the player is given the option to interact with their phone, the window, or to fall asleep. These choices are not exclusive to one another so the player can see all 3 on their first run through. I would say it was effective as it quickly builds up the world to be similar to our own and we quickly learn that the player character is a typical and relatable student.

Overall, very nice work, I love how you were able to use the low resolution to create a very nice artstyle. I am curious to see how this will turn out if you decide to keep working on it.

I'm not too sure if it counts as a form of exploration storytelling but I would say that is the closest form. The game is very simple and mostly consists of the tea shop worker telling you about the various types of tea they sell. As someone who knows nothing about tea other than that Green Tea and Earl Grey exist, it was nice to learn a bit about a bunch of types of tea. I liked the tone you went for, being a more laid back and comedic one.

Overall, I liked it and its tone, looks, and color palette. Guess if I were to recommend anything, it be to be give the ability to buy one of the teas I guess.

This game uses the storytelling method of exploration as it takes place on a long path with many optional interactions on each screen. I would say the method was effective at communicating the story but one comment I have is that since none of the interactions are required, you can end up reaching the end without knowing what happened in the story which I ended up doing my first run through. This is not a bad thing necessarily but is something to consider.

Overall, the game looks nice and the story is interesting when you are not me and skip it out of curiosity.

The game uses the method of exploration to tell its story as it simply drops you off in the world for you to figure out where to go and what to do. This method was used consistently as there was not hint as to what interactable items were necessary or there for world building. I would say the methods were done well enough as communicating the world the player is placed in.


Overall, very simple cute game though I will admit, the bear scared me a bit. Probably because I was not expecting the screen transition into its room.