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Prompt 4: The game takes place in a self proclaimed dungeon. By the background and sprites used, it appears as if it is a medieval dungeon that is not meant to be escaped from. I immediately associate darkness and a feeling of being hidden within it. The skeletons on the wall make me feel like I am doomed to die here and that is why my character is trying to escape. To be put in this place, I probably was convicted of a crime. Maybe I am innocent or not, but that is not made clear. I think that this plays well into the use of evocative spaces. Skeletons everywhere consistently gives off this feeling that nobody escapes from this dungeon. The use of beans and bean cans is almost comically jarring because it is not something you would expect to see in a medieval dungeon. It adds some element of humor and silliness to this otherwise dark environment. The player is dressed in some sort of armor and has sword so it initially seems like you will have to fight some enemies, but the skeletons you encounter do not attack you. As you collect these beans, you just eat them without really caring about why they are there. The game even explicitly mentions that they have some importance to these worshipping skeletons, but you just eat them anyway. To me, this made me feel like our character isn't really supposed to be a 'hero' but just a desperate person trying to escape the dungeon.

2. The player’s role in Dungeon is as a knight escaping the Dungeon that the game is named after. Other roles include skeletons, however they neither have anything to say nor do they harm you. The conflict is the confines of the dungeon and the dangers within it. As a platformer, there are gaps between platforms that send you back to the start of that section if you fall in them. This is the goal of the game, to escape the dungeon by jumping between platforms without falling into the pit of skeletons. This makes jumping the core mechanic, because the quality of jumps is what separates a successful maneuver from a failed one. Height of jump, timing, and movement speed while jumping all help determine whether you will cover the distance of a jump, and whether you can stay on the platform that you land on. Horizontal movement is also a key mechanic, but I would say the game is more focused on jumping because movement is largely important for the way that it affects jumps. The resources of the game are beans, which you can pick up in cans along the way. I never found a use for the beans, if one exists, but I gathered them all nonetheless. These mechanics essentially describe the rules: move and jump across platforms to the right until the end of the dungeon is reached. You cannot move backward through scenes, and the dungeon roof prevents you from moving too far upward. This simulates a real-word dungeon escape, an experience that I unfortunately have never had.