The game is quite an interesting layout since you are able to roam around 4 rooms freely, make a choice, which then teleports you to another room where you must put on the hat and once that is done you get teleported back to the 4 rooms, only this time an exit is indicated on the far right room which takes the player to the end of the game. The rooms are quite interesting since it makes it feel like the player is in one very long hall. However the way that you get teleported after choosing a team feels like a room that just exists in the void of nowhere. The transitions between halls also make it feel like it's a hall and the way the colors change from room to room shows that the rooms are different as well. The rooms as they are currently set up makes it feel both like it's exploration and linear since you can go back to another room that you've been in before making it feel as though you have more control over the situation and which team you can join. It still feels linear since it forces the player into the hat room and through the 4 halls after talking to all the heads of the teams. The rooms are setup in a fast pace way with transitions between them that also make them feel as though they are not leaping through time or space except for the transition to the hat room after choosing a team.
Prompt 3 - This game is designed in such a way that the player is able to move back and forth between rooms as they please for the most part and is only limited to going through a single, one-way exit when it is necessary to move the game's plot along. The exits in the game are made very clear to the player, with most being arrows pointing to exactly where the player is able to go or is supposed to go to continue on with the game. The arrow exits in the Clawed Ravens, Doored Gryffins, Puffin Huffles, and Inner Slythers rooms move the player between rooms that seem to be right next to each other, with no time skip occurring. These exits also let the player move in between the rooms as many times as they like, giving the player time to explore the rooms and each team's dialogue thoroughly. This gives the feeling that the player is in a single building and is just moving between rooms to find information about each team.
On the other hand, the exits that let the player leave the room they are currently in, but not allow them to return to that room, move the plot of the game in a linear fashion. The first one-way exit is one of the player’s own choosing, getting the plot moving and molding the rest of the game to that choice. This exit and the other one-way exits after it seem to take the player to a series of rooms that are farther away than the previous two-way exits, and also seem to include a small time skip in between rooms. This gives the feeling that the player is taken to a completely different location than the one they were in before.
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The game is quite an interesting layout since you are able to roam around 4 rooms freely, make a choice, which then teleports you to another room where you must put on the hat and once that is done you get teleported back to the 4 rooms, only this time an exit is indicated on the far right room which takes the player to the end of the game. The rooms are quite interesting since it makes it feel like the player is in one very long hall. However the way that you get teleported after choosing a team feels like a room that just exists in the void of nowhere. The transitions between halls also make it feel like it's a hall and the way the colors change from room to room shows that the rooms are different as well. The rooms as they are currently set up makes it feel both like it's exploration and linear since you can go back to another room that you've been in before making it feel as though you have more control over the situation and which team you can join. It still feels linear since it forces the player into the hat room and through the 4 halls after talking to all the heads of the teams. The rooms are setup in a fast pace way with transitions between them that also make them feel as though they are not leaping through time or space except for the transition to the hat room after choosing a team.
Prompt 3 - This game is designed in such a way that the player is able to move back and forth between rooms as they please for the most part and is only limited to going through a single, one-way exit when it is necessary to move the game's plot along. The exits in the game are made very clear to the player, with most being arrows pointing to exactly where the player is able to go or is supposed to go to continue on with the game. The arrow exits in the Clawed Ravens, Doored Gryffins, Puffin Huffles, and Inner Slythers rooms move the player between rooms that seem to be right next to each other, with no time skip occurring. These exits also let the player move in between the rooms as many times as they like, giving the player time to explore the rooms and each team's dialogue thoroughly. This gives the feeling that the player is in a single building and is just moving between rooms to find information about each team.
On the other hand, the exits that let the player leave the room they are currently in, but not allow them to return to that room, move the plot of the game in a linear fashion. The first one-way exit is one of the player’s own choosing, getting the plot moving and molding the rest of the game to that choice. This exit and the other one-way exits after it seem to take the player to a series of rooms that are farther away than the previous two-way exits, and also seem to include a small time skip in between rooms. This gives the feeling that the player is taken to a completely different location than the one they were in before.