The game seems to have a lot of attention to the backgrounds and land portions. The details and business makes it seem like a barrier for the player to keep them on the river. The land is made up of several tiles to create trees and other vegetation. Many tiles are used in combination to create a large amount of plants and to represent their size. Meanwhile, the river seems more open due to the dark green. Some tiles are animated with subtle waves to convey the river illustration to the player. Interactable tiles are colored differently to make it more apparent to the player that it is something that the player can talk to or pick up. These tiles also contrast with the water through color and animation to imply that they are above or partially above water. When the buoys disappear, the player has to rely on something else to guide them. Two of the wave tiles are subtly different from the other tiles which helps convey a new guide for the player to follow. In the last room, the player is guided to land by a row of tiles that look like the shore. The line of shore tiles has one tile that is above the other tiles. This creates a hole that guides that player back onto land to the next piece of dialog. The designer does not seem to be fighting with bitsy since it does not seem like there is anything unusual and the gameplay felt natural for the story it was telling.
Prompt 3 - The rooms are organized to be a river with an occasional shore, but for the most part each room is simply water the water appears to be flowing one way with no way for the player to move backward against the stream. This is achieved by providing allowing only one exit and adding animations to the water that go in one direction. Each exit is signified by particular blocks the appear to stick floating in the water. The exit simply takes you to the next portion of the river, incrementally moving through space until you end up back at what appears to be the start. Though the start has changed which indicates a clear passage of time as well as space. The player very linearly travels from room to room in space represented by paddling on a river. Each section of the river is a different room and the rooms are differentiated by the tile placement within each room. Early on the rooms are bright and the shore can be seen next to the river, but as the player continues to travel the shore disappears and the rooms get much darker. Even when the shore returns it is much more barren than at the start of the game. This creates the effect that there is much more space for the player but the space created is all empty and dark. I imagine all this was done to create the effect of a person traveling down a simple river with a current where eventually the river gets dark and a spooky atmosphere is created.
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The game seems to have a lot of attention to the backgrounds and land portions. The details and business makes it seem like a barrier for the player to keep them on the river. The land is made up of several tiles to create trees and other vegetation. Many tiles are used in combination to create a large amount of plants and to represent their size. Meanwhile, the river seems more open due to the dark green. Some tiles are animated with subtle waves to convey the river illustration to the player. Interactable tiles are colored differently to make it more apparent to the player that it is something that the player can talk to or pick up. These tiles also contrast with the water through color and animation to imply that they are above or partially above water. When the buoys disappear, the player has to rely on something else to guide them. Two of the wave tiles are subtly different from the other tiles which helps convey a new guide for the player to follow. In the last room, the player is guided to land by a row of tiles that look like the shore. The line of shore tiles has one tile that is above the other tiles. This creates a hole that guides that player back onto land to the next piece of dialog. The designer does not seem to be fighting with bitsy since it does not seem like there is anything unusual and the gameplay felt natural for the story it was telling.
Prompt 3 - The rooms are organized to be a river with an occasional shore, but for the most part each room is simply water the water appears to be flowing one way with no way for the player to move backward against the stream. This is achieved by providing allowing only one exit and adding animations to the water that go in one direction. Each exit is signified by particular blocks the appear to stick floating in the water. The exit simply takes you to the next portion of the river, incrementally moving through space until you end up back at what appears to be the start. Though the start has changed which indicates a clear passage of time as well as space. The player very linearly travels from room to room in space represented by paddling on a river. Each section of the river is a different room and the rooms are differentiated by the tile placement within each room. Early on the rooms are bright and the shore can be seen next to the river, but as the player continues to travel the shore disappears and the rooms get much darker. Even when the shore returns it is much more barren than at the start of the game. This creates the effect that there is much more space for the player but the space created is all empty and dark. I imagine all this was done to create the effect of a person traveling down a simple river with a current where eventually the river gets dark and a spooky atmosphere is created.