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Prompt 5

For the most part, the clicking that took place within this game was on hyperlinked words or phrases within the story. There were also several spots in which I had a choice of what to click, such as deciding what room of the house to go into or if I wanted to go outside or go back inside at the end. Because of the fairly limited choice that was presented and the clicking that kept me within the designated storyline (for the most part), I felt like the clicking represented me as a somewhat passive person in this situation. This passivity was heightened by the dialogue, which seemed to be coming from another household member,  that indicated that I wasn't really talking back or doing much. This might imply that I was still not fully awake as the other person had woken me up from a nap. So, demonstrating a sense of passivity was one way that clicking functioned within this game. Clicking in this game feels more like following and looking at the other character make decisions and guide me through the dark home. I also thought that my click to choose to go outside at the end might reveal something more to me, but it left me off with "..." that left me curious about what they saw outside. This definitely left the game off with a sense of mystery. I wonder if my choices to go into a specific room of the house would have changed the outcome of this game as well. 

Prompt 4:

When I start the game, In the first two pages, the text is always flashing, which simulates the state of the eyes when a person has just been awakened, half asleep and half awake. This consistency with real life allowed me to quickly enter the atmosphere of the game. Soon I know the house is during a power cut for hours. Just like the people who awakened us said, me as a player naturally think about to find something that can illuminate now. At the same time, the player didn’t know who was waking them at the beginning, and the player would be curious why he/she would wake them up, and what’s different about this power outage. Why he/she wake player up at night. Later I learned that the character were not sensitive to the weather and that "I" was living in a windowless room. I began to wonder who I was. Is the character controlled by the player a human? The story seems to begin to develop to some strange point, but the subsequent plot seems to negate this, and it seems to be a daily exchange between two friends or between father and son. The game overturned the blackout created at the beginning, and the dark and somewhat strange atmosphere turned into a discussion of life and discover. At the end it looks like there are three choices, but the only choice which is the same as I chose at the beginning is to go out and see the outside world. The open end leaves room for players to think more about the topic.