A downloadable game

Hello there Game Players!

This is my introduction to my short game called 'Annibbles', that is a puzzle platformer that centres around a narrative about childhood - and is the submission for my Assignment at Curtin University,  NETS3010, A3 - My Creative Artefact Case Study.

It draws inspiration from previous Game Scholars/theorists, specifically those of Jenkins, H (2004) and Liebe, M (2008.  Jenkins spoke on the idea in his article 'Game design as narrative Architecture', that Games are different to analogue methods of storytelling found in Film/Books - in that Games focus on a sort of 'Narrative Archetecture', centred around player interactivity and interpretations of a Game. One of the ways that narrative Architecture, Jenkins describes, can be constructed via the Enviornmental space/virtual world that is created.


The decision to make 'Annibbles' a puzzle Platformer was informed by this idea from Jenkins, as the narrative of the world in a platformer is built from the players interaction and focus on the enviornment, and the patterns/solutions within it to explore. The enviornment of Annibbles is constructed with Moody lighting & cute motifs of the Annibble creatures, that simulate physics, to intrigue and add playfuness & compound the tone that this game is childish in theming - further conveyed through the over-sized nature of the enviornment compared to the player, positioning the player as smaller. 

Furthermore, This game draws from Liebe's ideologies from his article 'There is no magic Circle' in 2008, in the argument that Digital Games differentiate from Analogue Games due to the computation power of the computer to uphold the rules for the player. This Game 'Annibbles' is a Digital Game, that pays more homage to this idea by incorporating the unpredictable nature of Physics simulation in gameplay - where the player's goal becomes more challenge, & the player feels less in control as the simulation is more obviously dictated by the program. 

In conclusion, 'Annibbles' is a game that reflects on the Puzzle-Platformer Game Genre and aims to educate the audience of those who may not know too much about this Genre specifically - by incorporating a 'About Puzzle Platformer' section in the Menu Screen of the game, as well as a detailed Overview here on Itch.io.

Thank you for playing & Viewing my Game for A3 Submission!


Referencing (APA):

Liebe, M. (2008,December 23). There is no magic circle: On the difference between computer games and traditional games. Paper presented at the Conference Proceedings of the Philosophy of Computer Games: University Press 2008, Universität Potsdam. https://publishup.uni-potsdam.de/opus4-ubp/frontdoor/index/index/docId/2558

Jenkins, H. (2002). Game Design as Narrative Architecture. Computer, 44(1), 118-130. Retrieved from https://www.researchgate.net/publication/238654339_Game_Design_as_Narrative_Arch...

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Annibbles_PackagedGame.zip 624 MB