It was a chill experience to almost put yourself in the shoes of a captain, yet all the decisions, for me were made by someone who wouldn't consider themselves a boat captain in any possible way.
The interesting thing about your game was how close it was to the real world at some points like at some point of the red path I ended up seeing seagulls and I knew that usually when you see them some sort of land or shore is close. I also used knowledge from my first run of the "yummy yellow" to understand what things could happen when it came to repeating events. Your approach to illusion of choice was more prominent in other paths than others but I saw that as a nice thing, since you intended on exploring the in's and out's of player choice and expectations (via. your intention on Canvas).
Your design decisions of color coding different paths was a great touch of creating illusion of choice because when we see repeating patterns, especially in games we think there are conenctions between different parts of a story. What's great is that that isn;t always isn't the case and for me that was clever and really made me think about the multiple endings you curated. Cool story and hope to learn about the actuality of the easter egg you reffered to, I didn't get to find out what it was based on what I played at least!
I played through until I unlocked all of the 5 endings; my first was pretty successful, as I chose the resourceful red option and made it home safely with no dire consequences coming into play. I'm really interested in the relationship that the different colored clothing and text has with the game, as well as what you meant by "easter egg." I admit, after playing, I'm not sure what easter egg is referring to still. My best guess is that the adjective attached to whichever color shirt you choose directly speaks towards your result-- i.e. the "yummy yellow" meaning you're a shark's meal, while the "broken blue" could hint on the storm destroying the ship. Very clever. I liked that "grass green" subverted your expectations, even if you caught on to the key, by resulting in reaching shore but not the correct one.
The imagery was beautiful and aided the storytelling immensely. It gave the characters personality despite there being very little dialogue between the captain and crew. Five different endings was ambitious, but even though many of the choices were the same, each ending felt fresh. I enjoyed unlocking all of them. As for the intentions you mentioned on Canvas, you definitely succeeded. Most players don't assume that the first choice you make is the most important, but that being the only defining factor in what ending you come away with was surprising.
One bug that I ran into was if you choose to "call company community," there's no tab leading you backward. It was easy to get back to the frame in front of it but the majority of the other nodes looped back so I'm not sure if that was your intention.
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It was a chill experience to almost put yourself in the shoes of a captain, yet all the decisions, for me were made by someone who wouldn't consider themselves a boat captain in any possible way.
The interesting thing about your game was how close it was to the real world at some points like at some point of the red path I ended up seeing seagulls and I knew that usually when you see them some sort of land or shore is close. I also used knowledge from my first run of the "yummy yellow" to understand what things could happen when it came to repeating events. Your approach to illusion of choice was more prominent in other paths than others but I saw that as a nice thing, since you intended on exploring the in's and out's of player choice and expectations (via. your intention on Canvas).
Your design decisions of color coding different paths was a great touch of creating illusion of choice because when we see repeating patterns, especially in games we think there are conenctions between different parts of a story. What's great is that that isn;t always isn't the case and for me that was clever and really made me think about the multiple endings you curated. Cool story and hope to learn about the actuality of the easter egg you reffered to, I didn't get to find out what it was based on what I played at least!
Hi Kevin!
I played through until I unlocked all of the 5 endings; my first was pretty successful, as I chose the resourceful red option and made it home safely with no dire consequences coming into play. I'm really interested in the relationship that the different colored clothing and text has with the game, as well as what you meant by "easter egg." I admit, after playing, I'm not sure what easter egg is referring to still. My best guess is that the adjective attached to whichever color shirt you choose directly speaks towards your result-- i.e. the "yummy yellow" meaning you're a shark's meal, while the "broken blue" could hint on the storm destroying the ship. Very clever. I liked that "grass green" subverted your expectations, even if you caught on to the key, by resulting in reaching shore but not the correct one.
The imagery was beautiful and aided the storytelling immensely. It gave the characters personality despite there being very little dialogue between the captain and crew. Five different endings was ambitious, but even though many of the choices were the same, each ending felt fresh. I enjoyed unlocking all of them. As for the intentions you mentioned on Canvas, you definitely succeeded. Most players don't assume that the first choice you make is the most important, but that being the only defining factor in what ending you come away with was surprising.
One bug that I ran into was if you choose to "call company community," there's no tab leading you backward. It was easy to get back to the frame in front of it but the majority of the other nodes looped back so I'm not sure if that was your intention.