On March 3, I played these 5 games with Theresa. Here are the links along with some quick notes I jotted down as I observed her.
- Takes a couple attempts to figure out the keys. Losses far outweigh improving previous score. Experiments a lot with keys.
This is probably a grand historic meme in the gaming world and is often referred to when a player has control issues in a video game. "This feels like qwoping!" Despite the amount of frustration this game gives the player at the lack of response from the controls, I kept trying to get farther than my previous score over and over. Q and W control the left and right thighs, O and P control the left and right calves. Simple control scheme, yet the player sees no apparent function in what each key ACTUALLY does.
- Takes a lot of trial and error. Fart was the first command I thought of, lost because I shat myself.
Personally I find text adventures frustrating as you have to come up with your own word list if you are not provided one. Even one as simple as this needed exact wording for the game to function. The only action I could think of was to fart, and simply typing in 'fart' worked, but then I shit my pants. It takes a lot of experimenting to come up with the right words. Text adventure veterans would get this right away, whereas newcomers would need to put a little more though into what they type. I feel the game should have more hints like when you type in 'open door' and it tells you PUSHING doesn't work, which hits at you to try pulling.
- lots
of experimentation. Has to read the level name to hint at how to
complete the level. Gets it fairly quickly. Likes winning the level
after a long time of trying to complete.
I am familiar with later versions of this game. Different takes on having only 1 level/room. This first game in the series is linear - 1 goal at a time - whereas later versions incorporate multiple achievements you can earn at anytime in 1 level. This first iteration is very fun and establishes you can have the same layout, but with a multitude of different goals within. You essentially are going through the same tube, completing the same room, but with different controls/goals/settings than the previous one. The level title explains/hints at what you need to do to win. Very interesting.
- played
it before, run fast. Your toon goes faster. Likes this game, has had
4214 high score. Sometimes has to go slow on purpose.
A common playstyle side scrolling game. Run to the right and jump over objects. After playing a few times I learned there is actually some strategy above just this. You want to avoid hitting objects because they slow you down, but slowing down just enough can actually benefit you, making it easier to jump over faster objects. But slowing down too much will kill you. Interesting art style, but the greys make it hard to see the objects.
- Pieces
moved away from cursor. The level title tells you what to do. Within a
few clicks, she got what to do. Literally a puzzle with puzzle pieces,
but with a dating sim aspect.
Puzzles and dating pretty much go hand in hand. literally making a dating sim from puzzle pieces is an interesting approach. This shows aspects of dating at their simplest form. Changing connections reference sometimes having to change yourself for someone ends just to fit in. Clicking rapidly so your piece doesn't disappear shows the commitment you have to make in a relationship. The ambient audio didn't do much for me. But overall I found myself forcing in thought and meaning, over thinking the game - which in the end made me think a little bit more on how games convey their messages.
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