Lunch Date at the Witch's House

What do witches serve for lunch, anyway? You're going to find out – assuming you can find the witch's house!
In this exercise, the player needs to enter the house belonging to the witch, but unfortunately, all the houses in this town look identical, and there's no indication as to which one might be the right one! (It's the one in the lower right.) Your task: Redesign this town area so that it's clear to the player which house is the important one.
That's right: this is a screen composition exercise, which asks you to think of a Bitsy room not just as a series of tiles with or without collision, but also as an image which communicates information and story!
Some ways you might draw the player's attention to the correct house:
- A tile path leading to the door
- Visual details that set it apart from the other two houses
- Color (using sprites and/or items to make use of the sprite color)
- Relocating the house to the center of the screen
- Or some combination of all these!
As an extra challenge, you might try to see how little you can get away with changing to sufficiently clue the player.
For inspo, you might take a look at cephalopodunk's Junk Shop Telescope, which does an incredible job of leading the player around, or even adam le doux's muddy water 'round my shoes (particularly the house that appears mid-way through the game).
Files
Get Itsy Bitsy Exercises
Itsy Bitsy Exercises
Exercises from a narrative design class
Status | Released |
Author | Anna Anthropy |
Genre | Educational |
Tags | Bitsy, design, exercise, Narrative, narrative-design, Tutorial |
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