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Prompt 2:

In playing as Bucky trying to get to the capitol within this game, I feel like Bucky represents a hero character. What I wanted to focus on as far as expressive media was the role of the cow. The cow acts as a sort of guide or teacher throughout the process of trying to reach the capitol. Rather than explicitly stating the rules of each level for the player, the cow tells them to you. For instance, the cow tells you that you must destroy the cheese in order to pass the level. I think the cow plays an interesting role in this game as not only a character, but also an interactive component that reveals things about the gameplay itself. There is also the cheese, and they play the role of an antagonist or villain against the hero of Bucky trying to make it to the capitol. That is a way in which conflict is introduced, and a roadblock that adds an additional element of challenge to the game. The rules are fairly straightforward-- get to the capitol. But then there are additional layers of difficulty added in as you progress, in addition to simply having to not fall into the crevices and move effectively from platform to platform. I don't know necessarily of a "real world" situation that this all represents, but it does remind me of a traditional fairytale story in some ways where you have a main hero (Bucky), villians (cheese), and a guide/teacher figure (the cow). 

Prompt 1: The space is organized as a long horizontal set of levels that include pitfalls for the player to fall into with the goals at the end of each level with platforms above a main flat area where if you fall you can still be relatively safe. Why relatively safe? Well there are also enemies that will make you start over if you get hit by them, with platforms above you it can make the levels feel somewhat restrictive when going up against the enemies. These contrasts of open space for pitfalls and closed areas for enemy combat makes the player feel as though they are focused on the enemy’s danger when in closed spaces, but they can always jump up to the platforms to take a second to collect their thoughts and decide a new plan of attack. With the platforming across pits in the game, they have no ceiling above and no enemies which makes it ideal for the player to focus on the jumps they have to make. These are the wide and narrow parts of the game and they are used very well to make the player feel certain emotions like panic during narrow parts and concentration in the wide open parts. The player collides with the enemies which will reset the player to the beginning of the level. The player also talks to the cows when they collide and the screen shakes violently which catches the players attention and makes them focus on what the cows say since they only say their dialogue once.