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Prompt 2: Describe how the passages are organized.

The player has many options in this game, all of which change the game in one way or another.  Each option—in my many playthroughs of this game—seems to lead to a different outcome, and it projects the amount of time and thought the game developer put into this narrative.  The player truly feels in control of the storyline, especially after playing the game more than once.  The many options offer replay-ability to the game, and because the links are clearly defined and easy to understand, there is very little chance the player will get lost in trying to find the different endings.

Whenever I selected one link option over another, I had a vague idea on where I was going to end up.  For example, when I selected the Air Jordan’s link as opposed to the handful of carrots link, I had a pretty good idea that my Runaway Rabbit was going to run away in style, albeit perhaps hungrily.  However, selecting a link didn’t necessarily give the next prompt away, and it was interesting to see how the previous word or short phrase connected with the next passage, and how that passage deviated and distinguished itself, all while leading to yet another choice of links for the player to make.  In this game, the designer gave the player the option to go back to a previous passage, but I personally feel that this option shouldn’t be used at all by the player.  I think that with the way the story is set up, kind of like a ‘Choose Your Own Adventure’ type of game, every selection should be permanent, adding to the permanent control the player feels over choosing the best path for Max the Rabbit.

(WC: 289)

Prompt 2: Describe how the passages are organized.

Max the Runaway Rabbit is organized by giving the player different choices at crucial parts in the narrative. These choices are given to the player when the player can perform different actions. For example, the player can either take Air Jordans or carrots and his large mitten on a trip. Depending on the choice, the game changes focus to that item. In the case of the carrots, the focus is on how many carrots the player will eat. If the player realizes that eating too many carrots is bad, then the story will end by the player making friends. However, if the player eats too many carrots, the player dies. For the most part, the player can guess where a link will take him beforehand. This is due to what is linked in the game. At one junction, the player can either snack on carrots or not snack on carrots. As expected, the next panel deals with the effects of that action. The links are organized such that the player cannot get back to where he came from. This works to give weight to the player's actions as they have retrocessions on the story.