The rooms are organized such that the player/character has constricted movement and cannot explore every tile within the rooms. Many rooms are organized where the player can only move forward if they speak to a certain sprite in the room. The player is then teleported from that location in the interior room to an outdoor location. In this outdoor location, the player can only go horizontally to the next interior location. This cyclical nature of room transitions creates an atmosphere of similarity between what the character has to do in each room. This helps the player get used to the game format in a faster way. Additionally, this will help the player to notice finer details in the game design since it is clear what the path forward is.
The rooms are also constructed in a linear format where the player can only go from room A to B and then C and so on. It is not an open world format where the player can go from room A to C. I believe that this restricted closed world format could work to showcase the restricted nature of immigration and how it is not an open world for immigrants but rather a narrow path that they must traverse in order to move forward.
With transitions between rooms, the player is moved to a different location on the physical layout between the first room's exit and the second room's entrance. This could work to show the disjointed nature of immigration and how it is not a smooth and clean transition but rather a confusing change.
The designer uses different tiles to create various objects in this game. In the first room, and the ties are circles in squares, which makes them look like machines. I think it greatly fits the theme of this game—asteroid immigrant. In the second room, another example of tiles is a plane. Though there is only the head of the aircraft showing in this room, creating the scene of the airplane. Although the background is green, twinkling stars and moon make the whole environment like night, creating a lovely atmosphere at night. It just reflects what the avatar says, it's a great place to be. The third room is much similar to the first one except for twinkling stars. This makes players know that the avatar has arrived at the asteroid. The tree and grass of the farming place have brought me the most attention. The designer uses simple animation to make the whole scene become dynamic. For example, the small movement of apples on trees, and two forms of grass. Meanwhile, I notice that the apples and grass move in the same direction so that it looks like a wind is blowing through. In my opinion, this is exactly where the designer is fighting with Bitsy. Cause to It is not that possible to add complicated animation to tiles. Therefore, it can only be achieved by changing the two forms of the object to enhance realism. But some activities are missing, like getting enough points through farming. Players just passed through some rooms without much interaction.
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The rooms are organized such that the player/character has constricted movement and cannot explore every tile within the rooms. Many rooms are organized where the player can only move forward if they speak to a certain sprite in the room. The player is then teleported from that location in the interior room to an outdoor location. In this outdoor location, the player can only go horizontally to the next interior location. This cyclical nature of room transitions creates an atmosphere of similarity between what the character has to do in each room. This helps the player get used to the game format in a faster way. Additionally, this will help the player to notice finer details in the game design since it is clear what the path forward is.
The rooms are also constructed in a linear format where the player can only go from room A to B and then C and so on. It is not an open world format where the player can go from room A to C. I believe that this restricted closed world format could work to showcase the restricted nature of immigration and how it is not an open world for immigrants but rather a narrow path that they must traverse in order to move forward.
With transitions between rooms, the player is moved to a different location on the physical layout between the first room's exit and the second room's entrance. This could work to show the disjointed nature of immigration and how it is not a smooth and clean transition but rather a confusing change.
The designer uses different tiles to create various objects in this game. In the first room, and the ties are circles in squares, which makes them look like machines. I think it greatly fits the theme of this game—asteroid immigrant. In the second room, another example of tiles is a plane. Though there is only the head of the aircraft showing in this room, creating the scene of the airplane. Although the background is green, twinkling stars and moon make the whole environment like night, creating a lovely atmosphere at night. It just reflects what the avatar says, it's a great place to be. The third room is much similar to the first one except for twinkling stars. This makes players know that the avatar has arrived at the asteroid. The tree and grass of the farming place have brought me the most attention. The designer uses simple animation to make the whole scene become dynamic. For example, the small movement of apples on trees, and two forms of grass. Meanwhile, I notice that the apples and grass move in the same direction so that it looks like a wind is blowing through. In my opinion, this is exactly where the designer is fighting with Bitsy. Cause to It is not that possible to add complicated animation to tiles. Therefore, it can only be achieved by changing the two forms of the object to enhance realism. But some activities are missing, like getting enough points through farming. Players just passed through some rooms without much interaction.