The kind of space that Hop takes place in as some sort of cavern or cave. Considering that this game is a 2D platformer, this cavernous space is alluded to through the rocky areas hanging from the ceiling as well as drooping from the platforms. Furthermore, this space is characterized vertically where because jumping from platform to platform is important, the space seems to emphasize verticality, specially vertical caverns or caves. My associations with that space is that I have seen caverns and caves before, so the rocky areas that are used immediately led me to think about how this space is in fact a cavern or cave. Before I started playing the game, I imagined that this game would involve platforms of some sort as well as an emphasis on the verticality of the player’s movements through vertical spaces. This is because hopping is essentially jumping, and it would only make sense that jumping would be important in the game since it was included in the title. Moreover, I also imaged this space because of the game Doodle Jump. Considering that Doodle Jump is a game where the emphasis is jumping upwards and it is also a 2D platform, I feel like I implied from the name Hop that it would be similar due to the popularity of Doodle Jump. Lastly, the kind of atmosphere that the game creates is very wholesome in a sense. Although you start out in a scene with a dark background and are always in a cavern or cave within the game, you are essentially collecting bunnies in a cavern or cave which for some reason reminds me of saving lost bunnies. The atmosphere also feels somewhat welcoming especially because of how bright the bunnies are and how happy the bunnies look, especially in the dark scene.
I was immediately able to get a feel for how the space might be set up from the start screen of this game. There was a little sign with an exclamation point, indicating to me that those may be things I want to stop and read throughout the game, and I found it interesting that in order to start the game, you had to walk into the start text. It was arranged similarly to a traditional platformer game with crevices that the player could fall into and platforms that the player had to jump between to stay alive. There were a variety of sprites throughout that you could collect as hop points, and signs that gave you hints throughout the game. However, I found the entrances and exits between levels to be very interesting in this game. At the end of the first level, I realized that rather than just walking to a side of the space or something like that, I had to use the rocket ship to travel between levels. However, I was surprised to find out on the 2nd level that the rocket ship in the lower left corner would make me start the game all over again. That was very interesting and unexpected to me. There is not necessarily anything that the player can collide within in this game. You cannot jump through platforms and you can fall in between the platforms, and you have to interact with the sprites to get their dialogue. I thought the little exclamation points were a good way to guide the player through the gameplay by giving them hints about where to stop and pay attention.
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Prompt 4:
The kind of space that Hop takes place in as some sort of cavern or cave. Considering that this game is a 2D platformer, this cavernous space is alluded to through the rocky areas hanging from the ceiling as well as drooping from the platforms. Furthermore, this space is characterized vertically where because jumping from platform to platform is important, the space seems to emphasize verticality, specially vertical caverns or caves. My associations with that space is that I have seen caverns and caves before, so the rocky areas that are used immediately led me to think about how this space is in fact a cavern or cave. Before I started playing the game, I imagined that this game would involve platforms of some sort as well as an emphasis on the verticality of the player’s movements through vertical spaces. This is because hopping is essentially jumping, and it would only make sense that jumping would be important in the game since it was included in the title. Moreover, I also imaged this space because of the game Doodle Jump. Considering that Doodle Jump is a game where the emphasis is jumping upwards and it is also a 2D platform, I feel like I implied from the name Hop that it would be similar due to the popularity of Doodle Jump. Lastly, the kind of atmosphere that the game creates is very wholesome in a sense. Although you start out in a scene with a dark background and are always in a cavern or cave within the game, you are essentially collecting bunnies in a cavern or cave which for some reason reminds me of saving lost bunnies. The atmosphere also feels somewhat welcoming especially because of how bright the bunnies are and how happy the bunnies look, especially in the dark scene.
Prompt 1
I was immediately able to get a feel for how the space might be set up from the start screen of this game. There was a little sign with an exclamation point, indicating to me that those may be things I want to stop and read throughout the game, and I found it interesting that in order to start the game, you had to walk into the start text. It was arranged similarly to a traditional platformer game with crevices that the player could fall into and platforms that the player had to jump between to stay alive. There were a variety of sprites throughout that you could collect as hop points, and signs that gave you hints throughout the game. However, I found the entrances and exits between levels to be very interesting in this game. At the end of the first level, I realized that rather than just walking to a side of the space or something like that, I had to use the rocket ship to travel between levels. However, I was surprised to find out on the 2nd level that the rocket ship in the lower left corner would make me start the game all over again. That was very interesting and unexpected to me. There is not necessarily anything that the player can collide within in this game. You cannot jump through platforms and you can fall in between the platforms, and you have to interact with the sprites to get their dialogue. I thought the little exclamation points were a good way to guide the player through the gameplay by giving them hints about where to stop and pay attention.