Prompt 2: This game is a great take a top down adventure game for the Gameboy. Thus use of three-dimensional art really adds to the players experience and it’s unlike other games I’ve played. The space feels very open and explorable with this art style as it adds depth. The player gets a much greater feeling of height as well when using the many ladders in the game. The investigation/mystery style makes the world interesting to explore as you slowly uncover more and more secrets as Detective Block. The players role is a detective that is tasked to free captives and find clues to explain the story. The core mechanic is exploration. The rules are the ability to collect explanatory documents and the ability to interact with characters. When Detective Block interacts with captives they are freed. When Detective Block interacts with Robot Steve the logistical goal of the game(number of things to do) is explained. When Detective Block interacts with the FBI Agent the mission is explained again. Finally, when Detective Block interacts with the evil Igor he flees and tries to deter the player. This is the main conflict of the game. Resources of the game are documents the game and captives that are liberated by the player. Every document must be collected to explain the story and every captive must be freed to complete the game. These pieces all add up to describe a real world investigation case in which the detective must piece together all the pieces(clues) to the puzzle(mystery). Both are essentially to fixing the problem at hand. Saving the captives is obviously important and understanding the situation prevents the situation from happening again. One thing I would like to have done is to go down the ladder to the toxic FBI scene. I’m not sure if there is a way to do this or not?
The subject of this game focuses on the player’s exploration of an FBI compound and their rescuing of the captives held there. Along the way, the player is also fed information through the way of notes lefts around the compound. The game takes the position that the player will learn how to progress through their own experimentation of controls and the limits of the space. They are given some direction first thing by way of the robot and FBI agent closest to them when the game loads that tell their objectives, though, but this is it. This being the only element that connects the player to their objective and the world that is takes place in I think adds to the mood of the story. They are isolated on the compound just as much as they are isolated in their initial direction. Though, I think the game would benefit if the player had the ability to access the note fragments once they have collected them all or if they were numbered. Without this, the information that they are telling the player can be confusing as to what is happening on the compound and why the people have been held captive. Similarly, though the exploration aspect of the game works well for it, I think that this requires that the player be led through where their limits are much more. Namely, concerning the tunnel located at the bottom of the initial scene. It took me some time to discover that the player could keep walking down this path and into a new area because when I walked to the left most part of the first scene it did not move me into a new area, and gave me the belief for there that I wouldn’t be able to more from scene to scene this way except through specified doorways.
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Prompt 2: This game is a great take a top down adventure game for the Gameboy. Thus use of three-dimensional art really adds to the players experience and it’s unlike other games I’ve played. The space feels very open and explorable with this art style as it adds depth. The player gets a much greater feeling of height as well when using the many ladders in the game. The investigation/mystery style makes the world interesting to explore as you slowly uncover more and more secrets as Detective Block. The players role is a detective that is tasked to free captives and find clues to explain the story. The core mechanic is exploration. The rules are the ability to collect explanatory documents and the ability to interact with characters. When Detective Block interacts with captives they are freed. When Detective Block interacts with Robot Steve the logistical goal of the game(number of things to do) is explained. When Detective Block interacts with the FBI Agent the mission is explained again. Finally, when Detective Block interacts with the evil Igor he flees and tries to deter the player. This is the main conflict of the game. Resources of the game are documents the game and captives that are liberated by the player. Every document must be collected to explain the story and every captive must be freed to complete the game. These pieces all add up to describe a real world investigation case in which the detective must piece together all the pieces(clues) to the puzzle(mystery). Both are essentially to fixing the problem at hand. Saving the captives is obviously important and understanding the situation prevents the situation from happening again. One thing I would like to have done is to go down the ladder to the toxic FBI scene. I’m not sure if there is a way to do this or not?
The subject of this game focuses on the player’s exploration of an FBI compound and their rescuing of the captives held there. Along the way, the player is also fed information through the way of notes lefts around the compound. The game takes the position that the player will learn how to progress through their own experimentation of controls and the limits of the space. They are given some direction first thing by way of the robot and FBI agent closest to them when the game loads that tell their objectives, though, but this is it. This being the only element that connects the player to their objective and the world that is takes place in I think adds to the mood of the story. They are isolated on the compound just as much as they are isolated in their initial direction. Though, I think the game would benefit if the player had the ability to access the note fragments once they have collected them all or if they were numbered. Without this, the information that they are telling the player can be confusing as to what is happening on the compound and why the people have been held captive. Similarly, though the exploration aspect of the game works well for it, I think that this requires that the player be led through where their limits are much more. Namely, concerning the tunnel located at the bottom of the initial scene. It took me some time to discover that the player could keep walking down this path and into a new area because when I walked to the left most part of the first scene it did not move me into a new area, and gave me the belief for there that I wouldn’t be able to more from scene to scene this way except through specified doorways.