• 1.  Main room
    • Full of fun futuristic design
    • Mystery of where the apples are
  • 2.  green/pink- 1970s room
    • Weird room shape
    • Catches the eye
  • 3.  pink/yellow-1960s room
    • Boxy object you have to get around
  • 4.  blue/white-1950s room
    • A fun cool maze
  • 5.  red/blue-1940s room
    • Kitchen

From what I understood from McCloud’s concept of abstraction (pg.30), I used a lot of it in this minigame. Through the designs of each room you’ll see the abstraction, while they have no clear meaning of the time period they are more having to do with how times have become more complex. You will see the last room is so simple compared to all of the others especially the first room. 

Within the the game transitions (pg. 71) are used through the exits of each room that I got from within Bitsy, this is also an action to action based. In doing this it creates unity within the rooms and shows where the adventure begins. In the transition between the first main room and the rest of the rooms it shows the strangeness of the different transitions. The first and second room transition is wavy and feels like the going back in time aspect is actually happening. Within the rest of the rooms there is more of a story like transition.Transitions help ease the story along in a super subtle way. The story would be the same if you used them or not, but it adds a nice little spark of pizzaze. 

You can see time frames (pg. 99) being used whether it takes longer or not long at all to get through a room. This all comes down to if the room is easy or difficult to get through, whether you just move the character in a straight line or have to snake around in a maze to get to the other side. I made some rooms take longer to get through to change it up and add variety, just like in the movie of Back to the Future, Doc and Marty weren’t in the same era or place for the same amount of time. I wanted that to relate to the mini game.



StatusReleased
PlatformsHTML5
Authorhannahw567
Made withbitsy

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