The colors in this game were used mostly to illustrate the different feelings and environments surrounding the adventurous protagonist. Within the final room, the castle, the background was red, as if to imply the aggression permeated throughout the room as the player hacks and slashes their way through their foes, in order to rescue the damsel in distress. In other places, however, the player experiences the bright yellow colors of a sunny day on their adventure as they make their way across platforms above a water basin. Even in the very first room, assumed to be the protagonist’s home, there is a pink and purple hue to everything, which gives a sense of calm and safety. Despite the changing colors for each new room, the game never felt confusing. In other words, the game felt linear and the player’s next objective felt very straightforward, which I think is a good thing. In making the game straightforward, the developer gave the player a sense of duty to keep pushing forward on this adventure. This is further solidified in that the player cannot return to a room once they have advanced to the next room. The feelings the player interprets from the different colored rooms are experienced and gone in an instant with no option to return. Once the player leaves his pink, comfortable home, there is no return to it, and that feeling the player experienced is now a memory. The color choices are bold and in your face, as if to leave an impression on the player for each different room they enter. This was a great choice by the developer, especially since the player cannot return to a room once they leave it.
The rooms are constructed in a linear plot, which helps guide the user through this adventure, providing weapons along the way to defeat the evil monsters. The transitions between rooms move the user in space, but it is not necessarily apparent how much time has passed in each transition without using context from the background colors and dialogue. The user gets to travel across vast distances in this game. The plot of the game entails traveling to the castle to save your love. To do this, the user travels from their home, across a river, into a coffee shop to refuel, through an open field fighting evil monsters, and finally into their castle, to eradicate the evil monsters and save the princess. Exits in the game are well labeled and clear to the player. Every room, with the exception of the open field, has a door indicating how to progress to the next room. The open field room has a door, but looks unlike the rest, as it’s a part of the tile that makes up the bottom half of the castle. Despite the exit being slightly different in this room, the castle is still a clear indicator of where to exit. Overall, the rooms are organized in a very clear path of progression for the user, which makes the overall story of the game very clear. The user will have no issues with getting lost, spending too much time on a certain side quest, or being distracted from the main plot.
Text is used to convey dialogue and information revealing the player's objectives and findings. The first text that the player interacts with is a cat that introduces the player's mission. Although it is not required to interact with the cat to leave the room and start the game, it is a helpful kickstart to the player's experience and worldbuilding. The cat describes different necessary objects to find and important sprites to converse with.
As the character progresses through the game, the dialogues concerning the different objects become more chaotic, especially after the player has had coffee. This shows a progression in the character's feelings and attitude and perhaps the fact that a bunch of cups of coffee has made them a little jittery!
Another interesting use of the text is showing the progression of time. When the character has their final battle, nothing happens other than clicking through the text dialogue. However, by clicking through the dialogue, time passes and we are able to read the fight as it plays out until the monster is vanquished.
"Adventure" uses text to convey dialogue, information, as well as the player's attitude and progression through time.
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The colors in this game were used mostly to illustrate the different feelings and environments surrounding the adventurous protagonist. Within the final room, the castle, the background was red, as if to imply the aggression permeated throughout the room as the player hacks and slashes their way through their foes, in order to rescue the damsel in distress. In other places, however, the player experiences the bright yellow colors of a sunny day on their adventure as they make their way across platforms above a water basin. Even in the very first room, assumed to be the protagonist’s home, there is a pink and purple hue to everything, which gives a sense of calm and safety. Despite the changing colors for each new room, the game never felt confusing. In other words, the game felt linear and the player’s next objective felt very straightforward, which I think is a good thing. In making the game straightforward, the developer gave the player a sense of duty to keep pushing forward on this adventure. This is further solidified in that the player cannot return to a room once they have advanced to the next room. The feelings the player interprets from the different colored rooms are experienced and gone in an instant with no option to return. Once the player leaves his pink, comfortable home, there is no return to it, and that feeling the player experienced is now a memory. The color choices are bold and in your face, as if to leave an impression on the player for each different room they enter. This was a great choice by the developer, especially since the player cannot return to a room once they leave it.
Prompt 3: Describe how the rooms are organized
The rooms are constructed in a linear plot, which helps guide the user through this adventure, providing weapons along the way to defeat the evil monsters. The transitions between rooms move the user in space, but it is not necessarily apparent how much time has passed in each transition without using context from the background colors and dialogue. The user gets to travel across vast distances in this game. The plot of the game entails traveling to the castle to save your love. To do this, the user travels from their home, across a river, into a coffee shop to refuel, through an open field fighting evil monsters, and finally into their castle, to eradicate the evil monsters and save the princess. Exits in the game are well labeled and clear to the player. Every room, with the exception of the open field, has a door indicating how to progress to the next room. The open field room has a door, but looks unlike the rest, as it’s a part of the tile that makes up the bottom half of the castle. Despite the exit being slightly different in this room, the castle is still a clear indicator of where to exit. Overall, the rooms are organized in a very clear path of progression for the user, which makes the overall story of the game very clear. The user will have no issues with getting lost, spending too much time on a certain side quest, or being distracted from the main plot.
Prompt 4: Describe how text is used.
Text is used to convey dialogue and information revealing the player's objectives and findings. The first text that the player interacts with is a cat that introduces the player's mission. Although it is not required to interact with the cat to leave the room and start the game, it is a helpful kickstart to the player's experience and worldbuilding. The cat describes different necessary objects to find and important sprites to converse with.
As the character progresses through the game, the dialogues concerning the different objects become more chaotic, especially after the player has had coffee. This shows a progression in the character's feelings and attitude and perhaps the fact that a bunch of cups of coffee has made them a little jittery!
Another interesting use of the text is showing the progression of time. When the character has their final battle, nothing happens other than clicking through the text dialogue. However, by clicking through the dialogue, time passes and we are able to read the fight as it plays out until the monster is vanquished.
"Adventure" uses text to convey dialogue, information, as well as the player's attitude and progression through time.