So I've seen the game before exporting, and I can see that is full of wonderful ideas. There are technical issues that make the interactive experience hard to penetrate (it seems the size we chose during the export didn't make it to the itch.io upload screen size). But even if everything is working well, I think this would be hard for most people to "get". Is that important? Not so much for a sketch, and there is certainly a value in presenting audiences with alienating experiences that makes them engage intellectually with the work. But I would argue there is a value in game design that I think is worth carrying over to other medium: The meaning of a work is constructed together, between authors and audiences. I don't know where these experiments are going to lead you, and I certainly hope you keep pushing the boundaries. But I also hope you bring people into your world earlier in the process, and seek to integrate what they have to tell you about your work. After all, a game can't be played without players!
1. 1 pixel in the screen, you see the pixel but mostly your face, you break out from the screen world, you explore the keyboard and looking for the key which teleport you to next scene. I want you to realize your equipment It is the combination of the analogue treasure hunt game and digital experience.
2.1 pixel is the 0 Dimension, the next scene is 1 Dimension, I want to continue to 5 Dimension. It is really interesting to see unity is using 3D engine to describe 2D experience. I wanna explore on this concept more.
3. The 3 scene is a sketch about Outer Wilds like game idea. That on the screen has 4 different gravity directions (actually 5 if you add the middle zero gravity zone)
Thank you. I am sorry, I made you confused, but Unity is fun.
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So I've seen the game before exporting, and I can see that is full of wonderful ideas. There are technical issues that make the interactive experience hard to penetrate (it seems the size we chose during the export didn't make it to the itch.io upload screen size). But even if everything is working well, I think this would be hard for most people to "get". Is that important? Not so much for a sketch, and there is certainly a value in presenting audiences with alienating experiences that makes them engage intellectually with the work. But I would argue there is a value in game design that I think is worth carrying over to other medium: The meaning of a work is constructed together, between authors and audiences. I don't know where these experiments are going to lead you, and I certainly hope you keep pushing the boundaries. But I also hope you bring people into your world earlier in the process, and seek to integrate what they have to tell you about your work. After all, a game can't be played without players!
Use Arrows to move, but also look in your screen, and more
Do not need to read my comments before “play” the game
It is basically sketch of three game idea
1. 1 pixel in the screen, you see the pixel but mostly your face, you break out from the screen world, you explore the keyboard and looking for the key which teleport you to next scene. I want you to realize your equipment It is the combination of the analogue treasure hunt game and digital experience.
2.1 pixel is the 0 Dimension, the next scene is 1 Dimension, I want to continue to 5 Dimension. It is really interesting to see unity is using 3D engine to describe 2D experience. I wanna explore on this concept more.
3. The 3 scene is a sketch about Outer Wilds like game idea. That on the screen has 4 different gravity directions (actually 5 if you add the middle zero gravity zone)
Thank you. I am sorry, I made you confused, but Unity is fun.
Use Arrows to move, but also look in your screen, and more