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qu1te

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A member registered Sep 15, 2021 · View creator page →

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The name of the game let me have an image of a bird is flying and that it. The Bird flight cannot give me lots of information; it just reminds me of a flying bird. When I had just entered the game, there were two birds on stage and background. I just started the game immediately. Just use the “W,” “A,” “S,” “D” to play. I thought another bird was a robot, and I had to fight with that bird at first. However, I noticed that another bird just stayed there and had no response. Then the description of the game let me know that it is a PVP mode game. It impressed me because this idea in p5js is new, and I had never thought about this before. Use different interactions to control different items and build a PVP game. Here, this action causes the game differently because of another player instead of the game itself. The way is creative. It doesn’t give play lots of interaction, but let player give themselves lots of interaction. Besides, the goal also lets the game be funny; there is no win or lose. Just compare who gets the most points. The game reminds the “Fall Guys: Ultimate Knockout”; a lot of players play a map together. The only difference is that the map also gives players a lot of difference which make player die or delay. In other words, these difficulties make players kicked by the game because there is only one winner in this game. Besides, the players in this game also can use the map itself to make difficulties for other players as well. Go back to the Bird Flight, and there is no winner. It is just a relaxing game for two people. It has not that much competition or a clear goal. There is no dialog or some important background that need the player to understand as well. The “W,” “A,” “S,” “D” is easy to control the player, the attack method is also simple, for the other side “Up,” “Down,” “Left,” “right” also same as anther player which is easy to manipulate as well. The attached method is also clear. Both sides just have a purpose, just hit the other sides. The game also can put some strategy in the game as well. For example, just do not keep at the same height as the opponent or just attack. However, the map is simple, and there is not much hiding place for the player to avoid the attack. There is another interesting point is the bird is not a static picture, and it can move all the time. The wings are always moving, which lets the player feel the birds’ movement. At the same time, when the bird gets attacked, it will also show that the bird is hit. It is interesting; the response of the bird lets the game have more interaction with the game. Let players feel they are the “birds” and be a part of the game. It let the player feel more active and try to hit their opponent.

When I first play the game, the name of the game confuses me. The “garbage man” only can remind me of a man who throws the garbage, or a man with bad attributes and affect surrounding people or a garbage collector. My second thought is due to a short video which talks about people always feeling bad about the world and the people around them; this person has too many bad energies to the surrounding, they are called a garbage man. However, I didn’t expect that the game just talks about the life of a garbage collector, which I didn’t expect. The story of the game that is talked about is the daily life of a garbage collector, from 4:30 am to the end of the job. Everything looks normal and very daily. Weak up, eat breakfast, go outside, and start work. It looks unnecessary, but it is life. Just like us as a student, we wake up and wash faces, brush teeth, have breakfast, prepare everything needed for today’s classes. When the game writes all these, the player may feel unnecessary, but just remind that we are doing similar things every day, but we even cannot feel it. These things are too normal for us, and we have already gotten used to them. The designer just writes these and lets us feel a different lifestyle; after all, not everyone wakes up at 4:30 every day. The following scenario describes a day of a garbage man. His job looks a little bit boring, just cleaning the garbage of each house and street. Sometimes, there is something new or someone new exit. After all, not everyone wakes up so early, even in a video game. So, I decide to talk with him, but he is a strange person who just ignores the main character. This part is interesting for me because it just let's see an “image” where I say hi to people who have met before, but he just walks away without any response. I can feel the main character’s confusion and feel a little be embarrassed. I believe most people have had a similar situation before, so people can feel the character’s feelings. Although there is no dialog that says the main character’s feeling, only “he is strange.” But this is just like everyone will say when they have the same situation. At this point, the game pulls the player into the game and lets the play be a part of the game. This game starts from a common beginning and describe some general idea of the game. It mentioned what a garbage man is, and they began to talk about a day of a garbage man. There is some interesting sound with the game that can let players feel they are a part of the game and feel the life of a garbage man. It is new for every player. There are also some new things that happen every day. It let the game have more possibility and increases the fun of the game. By the way, the sound with dialog is really funny.

When I first read the title of the game, “Stars in the Daytime,” it is so confused me. It reminds me of some famous actors or singers first, like how they shine on a stage or public area. However, the picture attached with the game confused me again. I think it supposes a happy game because there is a star in the daytime. But the picture shows a person being threaded by another man who holds a gun in his back. When I started playing this game, the first sentence displayed was “I am a police,” which hive me a clear direction of the game and predicted what would happen next. The story of police is always like breaking the surround or some dangerous mission. However, with the development of the story, I notice that there is something different than I thought. The main character is an old policeman who joins back to the team again. This is something new than I thought. But for me, I still cannot get the point of the “star.” There is a question left for me as a player, is this old policeman a star or not. By the way, there is only one choice at the beginning of the game, which tells some general background and the story line to players, which helps players to understand the general knowledges about the story first. And then, when the mission start, the player has a chance to decide the main character’s action. Each selection is designed at the right place; it even makes me feel nervous when I choose them. After all, in a dangerous mission, every decision may cause some fatal danger and get the kill or something else. When I continue playing the game, I gradually understand the meaning of the star. There are lots of decision that is reasonable for old police who has lots of experience. Besides, there are some choices that are chosen for all teams; the main character is trying to save another teammate as possible as he can. After all, it is a team mission, and it is not a good idea to lose any teammate at all. The decision even makes a choice to sacrifice himself and try his best to cover other team numbers. The meaning of the star is here, which is to do one’s best to be a hero. In the game, they're a lot of chance that will cause the main character dead, but the play still can go back to the last decision and make a decision again. This action makes cause the game has less challenging because the player can return again and again and get the perfect or happy ending. Even though the player can choose the icon one and once again, it does affect the player to understand the meaning of a star in the daytime. The old policeman uses his experience and skill to do his best to protect people. He is a star in the game. By the way, the attached picture also shows during the game, which fits the game’s setting.

Prompt 3:

The name of the game “Asteroid Collector” already mentioned the general purpose of the game which is to collect the asteroids which let players remind the space. The core verb of the game is a collection. When I play the game, there is a spaceship and some asteroids around with arbitrary movement. Besides, the information about the game is shown on the top of the screen. The play controls the ship and tries to grab the asteroid with random movement and the time of collecting all asteroids also be recorded which makes paly try to finish the task as soon as possible. The most interesting verb in the game is the movement of the ship that the play is controlling. The spaceship doesn’t move with the mouse all the time, there is some delay which means, the spaceship requires some time to catch the mouse. It is interesting, and it also fits the real situation. Just like a real ship on the sea, when the ship tries to turn in a direction, it also requires turning the steering wheel in advance a lot. The verb makes the game be more realistic, which lets the player feel how the spaceship moves in space and how hard to collect the asteroids in space. The asteroids move fast, but the spaceship needs time to catch them and collect them. This verb fits the setting of the general idea of the game. In another word, it makes the game be more enjoyable and let paly feel the sense of space, asteroids, and spaceship’s movement.

Prompt 1:

When I play the game for the first time, there are so many uncertainties in my mind. In another word, I really have no idea about the purpose of the game at first. There are so many blocks around on the screen and I as a play only can control a very tiny block with my mouse. Besides, when I first play the game, the information about the game is small at the right top corner and I did not notice that, because they're too many things that require me to understand about the game itself, for example, the purpose of the blocks, do I need to avoid them, how to win, etc. The random big blocks always chase me which makes me tense. Besides, after the touch one of the big block, the number of blocks increase dramatically and the speed of the block increase as well all these makes me tension again. At that moment I still didn’t get the idea of the game. After I chased by about over 10 blocks, the game is over and it said I lose. In sum, there are several things that make the uncertainty in this game, first, there is no clear instruction about the purpose of the game, and the information on the top right is a little bit small. Besides, the speed of the blocks is quick as well, and the chasing mode makes players tense. However, all these uncertainties make the game fun as well, it provides play a chance to feel the purpose of the game.

Prompt 4:

From the beginning of the game, there is a title for players, which is “My name is Alice” and it is confusing. From the first scene, it is hard to tell who Alice is, am I Alice, what happened to Alice, and why it has to enforce that the “name” is Alice. With these questions and starts the game to figure out what happened to me or Alice. The scene is like in a village and there is no sign of what to do first and there is only one NPC with a “love” sign beside the river, it seems like he is missing someone he loves. When the player interacts with that NPC, he is shocked and mentioned that he had never met me before. It looks like that I am a stranger from another place. Maybe it is the first time I arrive here. The information that the first NPC provided is not enough which can only indicate that I am the person who never come to this place before and I am still not sure am I Alice or not. After I enter two houses, NPCs in these houses know Alice and they are waiting or looking for Alice all the time. Combine with all three NPCs, I can indicate that the man beside the river must miss Alice as well, and there are might two possible things that happened. One, I lost my memory and am not sure what my name is, and second is that my appearance changed or people also lost the memory about Alice’s appearance which cause they cannot to recognize me.

Prompt 1: The designer assigns the space continuously, each scene just like the view range of a human. This means that a whole map is cut into several small scenes. It is a little bit confusing at first because there are many buildings in the first scene, but I cannot access anyone for them. So, I just try to walk around and find a place that can be accessed. I thought there is no sign for the next scene’s entry first. However, the first scene is not big, and the trees are surrounded in three directions which are left right, and bottom, the top direction doesn’t have trees. Besides, I cannot return where I come from. As a result, the sign of the next scene is obviously which is top direction. The whole scenes are continuous, but each of them is separated. It is reasonable because the setting of each of them is different, it seems separated but still as a whole. The boundary makes each scene reasonable, and the dark merger also let the transfer smooth as well. Besides, there are many narrow spaces like steps and a fenced entrance. These are necessary because they are more like reality, these objects and space are limited all the time. The scene’s design also constrains the place of player can move. Moreover, for the second scene, there is an interesting point that as long as people move from upper level to lower level they have to use the steps again. However, there is no obvious sign.

Prompt 2:

The story is a linear progression story. The story has a background of the western world or a cowboy world. The character’s mother and father were killed at first, but the player cannot do anything to stop it. It is unchangeable, I believe there are two reasons: first, the story needs this plot to let the story continue, second, which is more realistic, the character was too young to stop the tragedy happened. Besides, the choice for the player is less, the player can only see what happened next in the first half of the story. I believe the author would like to construct a comprehensive background of the story he is trying to talk about. Then, at the revenge part, the player can make the decisions they like. At the time, the story’s structure is developed well, and the sign is that the story already responds to the beginning of the story. For the first decision that the player can choose, the beginning of the story has some hints. At this part, I believe the author wants the player to remind the idea of revenge at this point, use the gun that killed my parents to revenge. However, At the point that “save my friends” or “escape”, I can only choose to save my friends, and that causes the character to die. I was really wanted to choose “escape” so that I can achieve revenge that that point. Maybe, the author miss this button or the author wants to save the friends and let the player forget the revenge.

Prompt 1:

The zoo tour let me remind the first time I visit the zoo in Madison, just very close to the campus. When my friends and I decided to visit the zoo during the weekend, we also consider where to eat, just like the author did (buy food before entering the zoo). After all, the food in a zoo is more expensive than in another place. I have to commit that, find a bathroom before the visit is real. The zoo is always big, and there is a long distance between two bathrooms. When I play this game, I just follow my own experiences like buying food in advance and having a bathroom before visiting. When the real visit becomes, there are four options for me. From my experience, I prefer to visit them in order, so I just click them one by one and try to visit them. By the way, the attached websites about animals and the recording of animals are great. It helps me to feel what the author saw before in the zoo. Besides, the sign or the information is great. When I see some “special animal” (as known as animals I do not know), I would prefer to view the sign and information of that animal. The order of the reading is reasonable, it followed the real rule when people are visiting a zoo.

(ps. Why I cannot use the ticket I found to visit the bird area, lol)

Prompt 1

When I see the interface of the game, there is only 3 button that I can use. The name of the button is clear which are “Brush 1”, “Brush 2” and “Brush 3”. It surprises me a little bit because I do not understand how to change the color, the size of brush at first. After all, there are three buttons I can interact with. When I try the first button, everything makes sense. The brush in this game does not need the size or color, because everything is contained in a for loop and generates a unique line on the canvas. Brush 1 includes a circle, a square, and a line, and the colors are dark orange or light orange, or black. This brush gives me a sense of machine and the movie “Modern Time”, because the circles and squares, let me remind the gears and machinery. The Second brush is a line that depends on the “mouseY”, the “mouseY” becomes bigger and the line becomes thicker and the color becomes lighter. It gives me a feeling of smoothness and flow, like a water drop flowing from the top of the roof and getting bigger and bigger at the end. The last brush is colorful and rich in the content of the game. Brush 1 and brush 2’s color are limited and the third brush fixes the problem. In sum, when all brushes are used on canvas, they complete each other and make the game full of details to some extent.

Prompt 2.

When I first play your game, the interface is very clear. It mentioned how many brushes you have and how many colors you provided. However, when I start drawing, it shocked me. The default brush which is brush 1 is very interesting. It is just like a very soft brush that can provide a feeling of a drop of water, or a meteor falling from the sky slowly. The default brush let me feel a kind of the beauty of the real world, for example, a water drop becomes bigger and bigger and drops on the ground. As a result, when I play this game, I tried to combine the game with my thought, like doing a painting that can show the rain to show the beauty of rain. However, there is one thing that is limited for me which is that I cannot change the size of the brush. Besides, the default size of the brush is a little bit big, and the canvas is a little bit small which constrain my thought to some extent. As a result, when I try to draw the painting about the rain, it can only use a giant water drop each time which is strange to some extent. The water drops during the rain do not always have the same size. Besides, setting a normal line as a default brush could help me to construct a setting well because the square is limited as well. The line can use to more places and do well for the game and provide a perfect painting.

Prompt 3:

The rule of move boxes is creative, the player should stand between two boxes and move them. When the boxes are placed at the player’s left and right, the player can only move them together to the left and the right; when the boxes are boxes are placed at the player’s top and bottom, the player can only move them together to the top and the bottom. Besides, there is a goal before the player moves the boxes to the targets which are using boxes to get the yellow target. The relationship between the goal and rule makes the game surprising and interesting. The designer set all yellow target at the corner, and as long as player move the boxes on the yellow targets, the player cannot get that box out and move that to the final target. As a result, the purpose of moving boxes together is obviously – pull the boxes out from the corner after that boxes get the yellow target. This relationship makes the game more tricky, players should make a prediction and arrange the order of yellow targets. Moreover, the player should arrange the position of boxes and let them have changed to get the yellow targets. The interaction between the rule, “boxes together”, and the goal, “get the yellow target”, is interesting on the intelligence part. It only makes the game more challenging, but also increases the playability of the game. Because the play should make a strategy for each target. In general, it is a pure puzzle game and the purpose of the game is to solve the problems.

(1 edit)

Prompt 2:

The general role of the game is to use the weeder to remove weeds. The player is bounded with the weeder which looks very realistic. In the real world, when people try to remove weeds in the garden by a weeder, they must hold the handler and control the weeder and control the direction of weeder should go. Besides, when the weeder touched the fence, the game will display that “the remover broke!”. This important role throughout the whole game. When the weed remover is broken, the player cannot use that and just leave the remover. As a result, the level is in a dead loop, because you cannot achieve the goal that removes all weeds. In another word, when the player broke the remover by crushing to the fence, the game is over. The player should focus on the fence and prevent breaking the remover. The rule restricts the player’s movement, and it restricts the path to achieve the goal. Besides, the player should predict the path they are trying to do and trying to prevent crushing the fence. After all, the reason why the rule, the weed remover will be broken after it touches the fence, make the game so fruitful is it closes to real life and let us feel the connection between the world and the game. In the real world, you are always careful when you using the weed remover, and you will not allow your movers to hit a wall or a fence. The only purpose of using weed remover is to remove the weed, and this game’s rule also did that.

The contexts in this game help players to understand each character’s personability. From the beginning, the monster king uses some bad words to mention that he requires blood and the punctuation improves the tone and shows that he is a fierce and cruel monster king. It provides me a feel of the tone of a tyrant. When the main character moves to the next room, another little monster’s dialog shows he is terrified by the kind at all, the garbled in dialog vivid represent his personality is timid and his statue is super scared. The dialog of this little monster also shows that the cruel of the king. Besides, “again” and “take care,” he said also mentioned that the main king is always angry and the main character is the monster who is always yelled at the king. When the main character meets the second little monster, his dialog also shows the king is always angry, but he is calm. This monster seems to get used to the king’s personality and he knows what will happen. In another word, this one is clever, he knows the king is cruel and he stary away from the king for keeping his safety. The next character’s dialog fits its appearance, he only “hahaha” and there is a serial port of water. In the next room, a bird provides the main character a message that a knight in the village. It is reasonable because a bird can get lots of information, the meaning behind the message is that the bird also hit the king and want the main character to ask the knight for help. Besides the cat just feel sad for the little monster without help.

Prompt 1:

When the game's title first come to the screen, the indigo is very attracted which provide a sense of pleasure, relax and energy. The indigo color is easy for me to think about the sky, the lake, and mountains in the distance. All the senses I imagined represent a feeling of relaxation and satisfaction. Indigo color for background also provides a relaxed mood, let people feel that it will be a pleasure game, but not very serious or hard to play.

Each room has the same background color which is indigo. However, the walls' color is kind of dark pink but still pink. This color makes reminded "toys", "flowers", "little girls". All these are representing a word that is cute. Walls with pink color let me feel that these walls are harmless, and character will not get hurt when he hit the walls. The walls and background tell me that the game world is kind and wonderful. Meanwhile, only base on the color of background and walls, I can feel the idea of game is pleasure and relax.

Moreover, the color of the character and items are dark green, which let me remind the “swamp”, “somber”, “dirty”, etc. Of course, this dark green also let me remind the zombie! Based on these three colors, I feel the idea of the game is that a zombie walks around in a pleasant world, and the zombie is trying to do something that can let him happy. The combination of these three colors is novel which constructs a completely new world that has a zombie. It provides me a new vision for the zombie game.