StatusReleased
PlatformsHTML5
Authorhandera
Made withTwine

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Prompt 1: Upon starting “Papa John’s Scandal #4” we are met with a title screen. This title screen repeats the name of the game, and also further expands on it - to which it becomes “Papa John’s Pizza Scandal #4: A story of drama, passion, and Shaq-a-ronis.” Immediately, we are left intrigued by the fun and outlandish title, and what this story could possibly be - and about what exactly a “Shaq-a-roni” might be. We are then left with the option of clicking the title to progress to the next passage. Within the next passage, the text starts with “Ahh yes…” assumedly as an indication that this story is a recollection, perhaps being told from first-hand experience. Further, the text describes to us that the thought of a Papa John’s pizza is “enough to make the best of us salivate…”, especially after a long night - which also gives us a clue about the time in which this story is taking place. The quoted line above seems to have a couple of importances. One importance being that the word “us” is being used, which further reinforces that this story is being recollected and told from a first-person type of perspective; the use of “us” also aids in relating the story/setting to the readers own experiences because it is talking in the context that the reader will understand the narrator’s implications about the general desire by the average person for a pizza late at night. The second importance is that the word “salivate” is the last word and is highlighted - which denotes it as the link to the next passage - invoking the reader to begin to understand the motivations within the story and what it may be about.

Compared to other similar twine games that we played these past 2 weeks, in this one it is important for the player to click a certain passage so as to retain new information about the characters and to progress the story. Rather than auto-advancing the passage, this way of constructing the game is do so as to include the player in the game playing out before them and so they can choose what various misadventure they might get into. The player can choose based off their own experience and personality whether they want to fight with the manager or the employee working at the Papa Johns, or even if they want to walk away from the situation entirely. These choices in turn lead the player down alternate paths put into the story, one of them being whether Ryan will choose to let Dave hold the pizzas from Domino’s or whether he declines and holds them himself. Choices are limited between 2-3 per passage and are words of agreement, or actions to be performed by the player such as to argue with the manager, leave, etc. These words are located in one of two places in the passage at different times, one being in line with the other text to explain something, like who Dave or Ryan are, or progress the game; And the other being at the bottom of the passage so to highlight the choice that the player has to perform an action. Clicking in this game can lead to further explanation or the player speaking or walking. One specific and memorable usage of the clicking action that the player can perform is when they eat the pizza at the end of the story. Clicking in this instance is used to let the player eat the pizza that they have adventured to retrieve, a surprising and well used use of the clicking action that they player is asked to perform.