The game garbage day is super cool. Along with it being a great story game with a good story it has so many fun aspects that enhance the user experience.
The sound and images really make the game go above and beyond. These features really suck you into the game and make you feel like you are in the person's shoes. The loud alarm clock startling you, the teeth brushing sound, the eggs sizzling are all examples of things that really enhance the story telling of the game. The radio choice then impacting the sound you hear is also super cool! The images do this as well. Instead of just imaging the story in your head there are images to reflect what's happening. Whether it be what you're eating, the houses you're driving by, etc. there are always pictures to support it..
The game begins as just the user being a garbage collector. The player talks about the daily tasks and you genuinely feel like you are just a person collecting garbage when playing the game. The designer also hints that the user likes finding things in the trash. This foreshadows the point of the game. The player finds a map in the trash that leads you to a dead body.
Another interesting thing that I liked about this game was the essence of time passing/progress you experience. The game does a great job to help you navigate through the game and really feel like you are making progress. It does this first by going through your morning in distinct steps. First your alarm, then your teeth brushing, then your breakfast, and more it all has a process. Then it comes to trash pickup. This explicitly makes you feel like making progress. Every time you go to a new house it tells you which one and how any more are left. This sense of progress also occurs at each house when picking up the trash. You go through every step of the trash pickup. Even if they are only one line each you must click through each task getting further and further down the page. This makes you feel as you are progressing through the tasks. The time flashing in the top corner of the screen after time has passed also helps with this. After every long amount of time that passes a time flashes in the top left corner. This also really helps with the feeling of time passing throughout the game. The aspect of digging and digging and clicking through those actions also does this job. This is a super important aspect to this gameplay.
Overall I thought this game was super clever. It accurately depicts the actions and day of a garbage collector but then ends with a spooky twist. I really love how the story starts by stating that the player looks through trash and that a person's trash is telling of them and ends the story with the same concept. When you first hear this it is innocent and you don't think much of it, but in the end you see its spooky other meaning. That your trash can incriminate you.
In the game, Garbage Day, you play as a garbage collector doing their job. The game starts out as seemingly a normal routine for the garbage collector, but then the player encounters something mysterious. The player finds parts of a map in the garbage that they collect. Later on, they find all the pieces and then follow the map. By following the map, the player encounters a secret. It is not fully revealed what the secret was, but it seemed to shock the narrator. The player is also able to make choices throughout the game, resulting in branching paths.
The storyline is told through the garbage collector narrating their day, from start to finish. The garbage collector starts out their day with a morning routine and breakfast. They then head out through the neighborhood to collect garbage. As the garbage collector goes to each house, a sequence of repeated events happen for each house where the garbage collector ultimately collects the house’s garbage. The garbage collector also looks through the garbage and sees some of the items. Some of these items in the garbage catches the eye of the garbage collector. The main item that the game focuses on is the part of a map. At first focus was put onto that item, but then the garbage collector moves on and continues their routine. After a bit more of the garbage collectors daily routine, a week passes by. The routine is repeated and the player experiences similar events as the garbage collector. However, the garbage collector then runs into another piece of the map found earlier. The garbage collector is then able to combine both pieces of the map in order to follow the map to a specific location. The mystery of the existence of the map intrigues the garbage collector. They seem to be driven to figure out what is the map for and where does the “x” on the map lead to. After following the map to a location, the garbage collector starts digging and it is implied that a body is found judging by the description of seeing a hand in the ground. However, it is not fully revealed and the reader only really reads the reaction of the garbage collector.
The gameplay and story is engaging. This is probably due to the mystery that is shown. The unexpected mystery stands out from the seemingly normal routine that was shown at first. The routine is told in small bits with some times given to explain about which times were the events taking place. Images are also added to many of these events to help visualize what is going on to the player. These images help set the scene more and enhance the immersion. Another effect that enhances the immersion is the addition of sound effects. These sound effects add a nice flair to the morning routine and creates an interesting choice on what to listen to on the radio.
In the game, Garbage Day, the player goes through the routine of a garbage collector and encounters something interesting. The story is written to keep the player engaged and to tell an interesting story.
This game simulates the life of a garbage truck driver. I feel that the repetition part of the game simulates the daily repetition of life very well.
Pull up to the curb
Park the truck
Hop out
Walk to the garbage can
Pick up the garbage can
Dump it in the back of the truck
Put the garbage can back
Drive away.
The player must click again and again to show that an action has been completed. I think that although the action of clicking the mouse is simple for real work, the player clicking a series of buttons in a condense game environment is like spending a lot of time in real life. From another point of view, these actions are indeed completed by clicking buttons on the garbage truck. This interactive operation increases the player's sense of substitution for the character. Players almost have to face the exact same click 4 times in the game, reflecting the repeated work. But at the same time, emergencies also occur during work. For example, a user’s driver’s license is found.
I think the music in the game is very helpful to the overall experience of the game. In the morning, the sound of frying eggs and brushing teeth is matched with the text and pictures, and the player quickly enters the state and time of the game. After choosing the radio channel, I thought of many similar game settings, like This is the Police, which I played before. Players can choose the music they want to listen to every day. I think this setting increases the player's control over the character and is also a good way to enhance the sense of substitution. This can also add some changes to a monotonous life. Although many clicks are not an important choice but the player's personal preference, these clicks are not meaningless, but enhance the feeling of playing. The player is more like living his own life rather than reading other people's diaries. The author used a font when expressing what the player said and did, and when showing the decision made by the player's character that is the only thing in the game, the author used another font. This new font is used to express unclear handwritten text, while also emphasizing the content. I think this is a very clever way of emphasizing. It reflects the change of the player’s observation perspective in a text game.
When I first play the game, the name of the game confuses me. The “garbage man” only can remind me of a man who throws the garbage, or a man with bad attributes and affect surrounding people or a garbage collector. My second thought is due to a short video which talks about people always feeling bad about the world and the people around them; this person has too many bad energies to the surrounding, they are called a garbage man. However, I didn’t expect that the game just talks about the life of a garbage collector, which I didn’t expect. The story of the game that is talked about is the daily life of a garbage collector, from 4:30 am to the end of the job. Everything looks normal and very daily. Weak up, eat breakfast, go outside, and start work. It looks unnecessary, but it is life. Just like us as a student, we wake up and wash faces, brush teeth, have breakfast, prepare everything needed for today’s classes. When the game writes all these, the player may feel unnecessary, but just remind that we are doing similar things every day, but we even cannot feel it. These things are too normal for us, and we have already gotten used to them. The designer just writes these and lets us feel a different lifestyle; after all, not everyone wakes up at 4:30 every day. The following scenario describes a day of a garbage man. His job looks a little bit boring, just cleaning the garbage of each house and street. Sometimes, there is something new or someone new exit. After all, not everyone wakes up so early, even in a video game. So, I decide to talk with him, but he is a strange person who just ignores the main character. This part is interesting for me because it just let's see an “image” where I say hi to people who have met before, but he just walks away without any response. I can feel the main character’s confusion and feel a little be embarrassed. I believe most people have had a similar situation before, so people can feel the character’s feelings. Although there is no dialog that says the main character’s feeling, only “he is strange.” But this is just like everyone will say when they have the same situation. At this point, the game pulls the player into the game and lets the play be a part of the game. This game starts from a common beginning and describe some general idea of the game. It mentioned what a garbage man is, and they began to talk about a day of a garbage man. There is some interesting sound with the game that can let players feel they are a part of the game and feel the life of a garbage man. It is new for every player. There are also some new things that happen every day. It let the game have more possibility and increases the fun of the game. By the way, the sound with dialog is really funny.
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The game garbage day is super cool. Along with it being a great story game with a good story it has so many fun aspects that enhance the user experience.
The sound and images really make the game go above and beyond. These features really suck you into the game and make you feel like you are in the person's shoes. The loud alarm clock startling you, the teeth brushing sound, the eggs sizzling are all examples of things that really enhance the story telling of the game. The radio choice then impacting the sound you hear is also super cool! The images do this as well. Instead of just imaging the story in your head there are images to reflect what's happening. Whether it be what you're eating, the houses you're driving by, etc. there are always pictures to support it..
The game begins as just the user being a garbage collector. The player talks about the daily tasks and you genuinely feel like you are just a person collecting garbage when playing the game. The designer also hints that the user likes finding things in the trash. This foreshadows the point of the game. The player finds a map in the trash that leads you to a dead body.
Another interesting thing that I liked about this game was the essence of time passing/progress you experience. The game does a great job to help you navigate through the game and really feel like you are making progress. It does this first by going through your morning in distinct steps. First your alarm, then your teeth brushing, then your breakfast, and more it all has a process. Then it comes to trash pickup. This explicitly makes you feel like making progress. Every time you go to a new house it tells you which one and how any more are left. This sense of progress also occurs at each house when picking up the trash. You go through every step of the trash pickup. Even if they are only one line each you must click through each task getting further and further down the page. This makes you feel as you are progressing through the tasks. The time flashing in the top corner of the screen after time has passed also helps with this. After every long amount of time that passes a time flashes in the top left corner. This also really helps with the feeling of time passing throughout the game. The aspect of digging and digging and clicking through those actions also does this job. This is a super important aspect to this gameplay.
Overall I thought this game was super clever. It accurately depicts the actions and day of a garbage collector but then ends with a spooky twist. I really love how the story starts by stating that the player looks through trash and that a person's trash is telling of them and ends the story with the same concept. When you first hear this it is innocent and you don't think much of it, but in the end you see its spooky other meaning. That your trash can incriminate you.
In the game, Garbage Day, you play as a garbage collector doing their job. The game starts out as seemingly a normal routine for the garbage collector, but then the player encounters something mysterious. The player finds parts of a map in the garbage that they collect. Later on, they find all the pieces and then follow the map. By following the map, the player encounters a secret. It is not fully revealed what the secret was, but it seemed to shock the narrator. The player is also able to make choices throughout the game, resulting in branching paths.
The storyline is told through the garbage collector narrating their day, from start to finish. The garbage collector starts out their day with a morning routine and breakfast. They then head out through the neighborhood to collect garbage. As the garbage collector goes to each house, a sequence of repeated events happen for each house where the garbage collector ultimately collects the house’s garbage. The garbage collector also looks through the garbage and sees some of the items. Some of these items in the garbage catches the eye of the garbage collector. The main item that the game focuses on is the part of a map. At first focus was put onto that item, but then the garbage collector moves on and continues their routine. After a bit more of the garbage collectors daily routine, a week passes by. The routine is repeated and the player experiences similar events as the garbage collector. However, the garbage collector then runs into another piece of the map found earlier. The garbage collector is then able to combine both pieces of the map in order to follow the map to a specific location. The mystery of the existence of the map intrigues the garbage collector. They seem to be driven to figure out what is the map for and where does the “x” on the map lead to. After following the map to a location, the garbage collector starts digging and it is implied that a body is found judging by the description of seeing a hand in the ground. However, it is not fully revealed and the reader only really reads the reaction of the garbage collector.
The gameplay and story is engaging. This is probably due to the mystery that is shown. The unexpected mystery stands out from the seemingly normal routine that was shown at first. The routine is told in small bits with some times given to explain about which times were the events taking place. Images are also added to many of these events to help visualize what is going on to the player. These images help set the scene more and enhance the immersion. Another effect that enhances the immersion is the addition of sound effects. These sound effects add a nice flair to the morning routine and creates an interesting choice on what to listen to on the radio.
In the game, Garbage Day, the player goes through the routine of a garbage collector and encounters something interesting. The story is written to keep the player engaged and to tell an interesting story.
This game simulates the life of a garbage truck driver. I feel that the repetition part of the game simulates the daily repetition of life very well.
Pull up to the curb
Park the truck
Hop out
Walk to the garbage can
Pick up the garbage can
Dump it in the back of the truck
Put the garbage can back
Drive away.
The player must click again and again to show that an action has been completed. I think that although the action of clicking the mouse is simple for real work, the player clicking a series of buttons in a condense game environment is like spending a lot of time in real life. From another point of view, these actions are indeed completed by clicking buttons on the garbage truck. This interactive operation increases the player's sense of substitution for the character. Players almost have to face the exact same click 4 times in the game, reflecting the repeated work. But at the same time, emergencies also occur during work. For example, a user’s driver’s license is found.
I think the music in the game is very helpful to the overall experience of the game. In the morning, the sound of frying eggs and brushing teeth is matched with the text and pictures, and the player quickly enters the state and time of the game. After choosing the radio channel, I thought of many similar game settings, like This is the Police, which I played before. Players can choose the music they want to listen to every day. I think this setting increases the player's control over the character and is also a good way to enhance the sense of substitution. This can also add some changes to a monotonous life. Although many clicks are not an important choice but the player's personal preference, these clicks are not meaningless, but enhance the feeling of playing. The player is more like living his own life rather than reading other people's diaries. The author used a font when expressing what the player said and did, and when showing the decision made by the player's character that is the only thing in the game, the author used another font. This new font is used to express unclear handwritten text, while also emphasizing the content. I think this is a very clever way of emphasizing. It reflects the change of the player’s observation perspective in a text game.
When I first play the game, the name of the game confuses me. The “garbage man” only can remind me of a man who throws the garbage, or a man with bad attributes and affect surrounding people or a garbage collector. My second thought is due to a short video which talks about people always feeling bad about the world and the people around them; this person has too many bad energies to the surrounding, they are called a garbage man. However, I didn’t expect that the game just talks about the life of a garbage collector, which I didn’t expect. The story of the game that is talked about is the daily life of a garbage collector, from 4:30 am to the end of the job. Everything looks normal and very daily. Weak up, eat breakfast, go outside, and start work. It looks unnecessary, but it is life. Just like us as a student, we wake up and wash faces, brush teeth, have breakfast, prepare everything needed for today’s classes. When the game writes all these, the player may feel unnecessary, but just remind that we are doing similar things every day, but we even cannot feel it. These things are too normal for us, and we have already gotten used to them. The designer just writes these and lets us feel a different lifestyle; after all, not everyone wakes up at 4:30 every day. The following scenario describes a day of a garbage man. His job looks a little bit boring, just cleaning the garbage of each house and street. Sometimes, there is something new or someone new exit. After all, not everyone wakes up so early, even in a video game. So, I decide to talk with him, but he is a strange person who just ignores the main character. This part is interesting for me because it just let's see an “image” where I say hi to people who have met before, but he just walks away without any response. I can feel the main character’s confusion and feel a little be embarrassed. I believe most people have had a similar situation before, so people can feel the character’s feelings. Although there is no dialog that says the main character’s feeling, only “he is strange.” But this is just like everyone will say when they have the same situation. At this point, the game pulls the player into the game and lets the play be a part of the game. This game starts from a common beginning and describe some general idea of the game. It mentioned what a garbage man is, and they began to talk about a day of a garbage man. There is some interesting sound with the game that can let players feel they are a part of the game and feel the life of a garbage man. It is new for every player. There are also some new things that happen every day. It let the game have more possibility and increases the fun of the game. By the way, the sound with dialog is really funny.