Game Design 1 Project 4

Butty Cat and Phil -- An interactive story built up by Twine

StatusReleased
CategoryBook
Author11ee
Made withTwine
TagsTwine

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Prompt 1:

I started off playing this game with a bunch of excitement and curiosity for the future, as it had me enter in details about myself and some of my favorite things. Soon we find ourselves introduced to “Butty Cat”, who seems to be a cat. Cats can get pretty crazy and soon we have a choice of choosing if she is “cozy” or “annoyed”. As a player, this can feel stressful as it seems like it will impact the rest of the story, and since I felt that way, I went with cozy since I didn’t want her to be stressed as well, plus enjoying the morning sunshine was something I could really connect with. 

I was glad I made this decision as she seemed rather satisfied with the “relaxing morning”, but that’s cut short as she wants to then go outside to enjoy the weather. For some, this may be great, but it made me feel a little stressed as it was quite an abrupt change of pace while I was enjoying the sun. Then it all goes downhill as she jumps off the sofa, but slips and gets hurt. At that point I knew we should have stayed inside enjoying the sun. 

The dialogue helps us dive into the attitude of Butty Cat here, as we see her “march” to the balcony door. She didn’t even get far, settling directly “in front of the glass door”, making me feel better about leaving the inside. As long as we don’t have to walk too far. I definitely vibe with Butty Cat’s laziness. Just like Butty Cat though, as she saw a pile of strawberries(the fruit I selected in the beginning) in the yard, I was met with some confusion. That’s completely not where I expected them to show up and I actually forgot about that at this point. 

Overall, the action of clicking, the textual descriptions, and Butty Cat’s dialogue really help the player feel and experience Butty Cat’s day to day life. I am hoping my day can be like hers soon...

Prompt 2: Describe how the passages are organized.

This is a game about Phil and Butty cat related to the designer's last two games. On the first page of the game, players need to fill in the blanks about their name, favorite food, favorite number, and favorite food. I think it is a kind of "option". Although it is not a choice among the few options given, it is the players' choice to fill in the content entirely by themselves. These choices will appear later, which provides players with a better sense of engagement. 

After clicking the story starts now, players would have two choices, selecting Butty cat's feeling, cozy or annoyed. I guessed before I chose. If I decide cozy, then the story should go in a positive direction. If annoyed is chosen, then the plot should become frustrated. But I can't guess where the next level will take place. 

In most cases, the choice is what the player says as the main character, and players can not go back after choosing. I do not think players should go back to the last step. Because players sometimes make entirely different choices, such as Maybe you should go and check it out? It's probably Phil, look! These three are not the same approach so that they will lead to different results. So it makes sense not to be able to return to the previous step. In my opinion, the designer gives the players all these choices that would make people feel like they are really in the story and interacting with the characters.