To start week 2 we had a lecture from Jordan Magnuson about game poems. He creates small short form games that serve as a personal expression for him. These games are highly accessible and generally have no rules or limits such as needing to be fun in the commonly associated with videogames way.
Our task for this week was to pair up and make a small game poem based off an emotion, using a metaphor. The person I worked with had an old Ukrainian saying “Don’t run before your father into hell.” It essentially works as a cautionary tale of not rushing too much in life. Our emotion we wanted to invoke in the player was impatience, to give them the feeling of wanting to rush and speed through things then at the end make them reconsider that way of life as the character also does at the end. We want to use long winded walking sections, blockades and dialogue to convey this theme to the player.
The software we are using is Bitsy an 8×8 web browser tool, no coding is needed and it is purely visual. There are constraints to it though, only 3 colours can be used at a time and you are obviously limited to pixel art.
The basic structure we wanted for our game was the player starting in a maze like room that is frustrating to move through as it takes a long time. The next room is a forest where a person gives them a warning using the saying. They then find themselves walking a path blocked by people, this draws on the players frustrating by using a real world scenario being stuck on a street behind people walking slowly. The final room they must go to ends up being hell, this is a very literal interpretation of the saying but it fit what we wanted to say – that moving too quickly through life only ever ends up bad, you need to appreciate the here and now. We also played around with a timed element to put the player into the characters head and why they are rushing, but due to Bitsy’s constraints we settled on a reocurring motif of clocks and time.
We began by designing the avatar. We initially struggled with the pixel art but eventually created a small character with a two frame animation of feet appearing and disapearing giving the impression of walking.

The room design was next as there are only 3 colours per room we created colour palettes.




The first room the player is in is meant to be nightmarish so we made the colours red and black and created a maze made out of clocks. this maze is frustrating and slow to move through agitating the player.

Setting up the exit of the room was very simple in Bitsy, you just had to pick the square it was on, what room it would transfer you to and the effect when transititioning. We wanted the exit out of the clock maze to be overwhelming so we made it a hole you fall down.
The next room was a forest, we each created trees to populate the environment. To give an eerie atmosphere we made it autumnal with no leaves on the trees.


My tree ^
Once the trees were made we filled the grid with them and decided that the person giving the warning was an old woman. We gave her a hunched over look with a cane and added dialogue.


To add emphasis to the warning we added a shake effect to the word hell using Bitsy effects. My groupmate designed a gate opening and closing to lead into the next scene.

The finished scene ^
For the busy path, we reused the tree sprites and made a simple path. To do this we made vertical strips, horizontal strips and the four corners for different directions. We then laid the path out on the screen. To populate the path we made 4 different sprites of two children (the same sprite just facing the other direction) and a man and a woman. To convey the playeer characters emotions we added frustrated dialogue that pops up when you bump into the sprites.




The finished scene ^
The final room to design was hell. The colour palette of the clock room was used again to link the two places. When we thought of hell we thought of lava so we each tried designing a lava block using the two frame animation.


My one ^
We filled the grid with these and more clock blocks. The finishing touches to the game were to add “items” that you picked up. These conveyed our theme, in the starting room we put simple dots the player collected that expressed the character’s frustration, then in hell clocks that voiced the character’s regret after rushing through life.

The finished scene ^
Once the game was done we exported it as a html file and put it on Itch.io as it’s easily playable in a web browser.

This is the feedback we recieved after people played our game. The general consensus was that people liked our rushing through time theme and that it made sense to them. Though for the third area some people found it contrasted quite a bit with the rest of the game and they were unsure if it was on purpose or not. Of course it was as we wanted to represent the real world with this area the previous ones being a dream of sorts.
Next Steps –
I want to now explore poetic games in my own time and create my own one. This will help me understand if I enoy putting such a personal feeling into a game.





