• This first room is outdoors in a wooded area, where you learn that your character is a puppy and a girl is trying to play fetch with you. The girls can’t find the ball so you have too! 
  • The second room is where it becomes clear that this is going to be a journey. You find a sign that suggests you have to go to the past to locate the ball. 
  • The third room is the portal to the past with a portal master. The portal master suggests that you have to pay him a dollar to go through the portal. You don’t have a dollar and can’t find one in the third room, so you have to go to the fourth room.
  • The fourth room is like the 2nd as far as landscape. Here is where you find the dollar! You must take the dollar to the portal master to go to the past, so you go back to the third room.
  • The final room is bright and exciting because you successfully went through the portal! Here you find a bone and the girl. She tells you to get the ball that is in the room and to go back to the beginning so you can play fetch! 

Considering that these rooms and digital images are create icons (such as the trees and the dog) the game itself is very abstract. Though the images are very very abstract, the simplicity is attractive to the eyes. (Pg. 28) Many of the transitions are scene-to-scene because the transitions signify movement to a new scene within the journey. Going through the portal is an action-to-action transition. (Pg. 70-71) As far as time, I wanted this to feel like a journey, so I made the player go through a few rooms before being successful. I wanted the second room to feel like a lengthy process to exemplify the duration of the journey. (Pg. 101-102)

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