The doors and the choice
CONTAINS SPOILERS TO THE GAME:
My intention for the game was to create a feeling of choice importance and it's necessity, but no matter if you've made the choice and what consequences it has, the major goal was to show that "choices" that were asked to be made were not limited to the game possible interactions. The feeling of being trapped is false, as much as need to follow voice directions, because in the end it's just a game. But I found it to be an interesting perspective on real life situations and I hope it served as some sort of reminder that "an outside view" on situation might actually be the key to it's solution.
Status | In development |
Platforms | HTML5 |
Author | atarasova |
Made with | Twine |
Tags | Twine |
Comments
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Thanks to you, I thought it was an interesting narrative game. I can guess that all your image sources are AI generated and I think this is a good use to them. I would like to have an option to go back to the beginning after the game is over, so that I can experience the various endings of the game more conveniently. If you don't want player to experience the multiple endings, you can disable the go back button.
I love the dynamic between the narrator and the player, and the way you've built conflict between them directly into the game. I also really like how the "oh we'll start the game just as soon as you follow these instructions" idea is kind of in line with that psychology experiment where you get a bunch of people in a room, tell them the experiment will begin in ten minutes, come in ten minutes later and tell them the same thing, and then repeat that (the waiting for the experiment to start being the actual experiment all along.)
Did you end up using Midjourney for your images? If so, they turned out great! Remember to mention that in your description as well.
Because I knew what your intention was, I tried to do my best to follow the narrator's instructions - which was interesting, because then it seems to switch almost, and the game itself is prompting me to disobey the narrator. I felt like I was being pulled from both directions by the game itself, which felt strange and compelling!
Great work.