Tetris Experiment
About
When my grad game design professor casually asked the class to solo a game in one week.
Rules & Goal:
Fill the gray grids with Tetris pieces. Move the view to see the gray blocks.
Each grey grid not filled in time will result in a loss of 0.1 HP
The score grows as time passes
Try to survive as long as possible
Controls:
WASD: Move view
Mouse Drag & Drop: Place Tetris
------------------------------------------------
“This game(Tetris) is a perfect enactment of the over-tasked lives of Americans in the 1990s - of the constant bombardment of tasks that demand our attention and that we must somehow fit into our overcrowded schedules and clear off our desks in order to make room for the next onslaught” --Janet Murray 1997
Makes me wonder, what if I make an abstract game with a specific narrative in mind, how much of the narration can get through? Or does the narration matter anymore?