This game was fun to make because I had to think of how to incorporate a certain time period into a bitsy game. my first thought was medieval times, but I knew I couldn't get the visuals across, so I decided to make it more ancient. I tried to include suggestions of where you are and what you are doing throughout the  game,  from the tiles resembling mosaics, to the creatures looking like skulls and always shifting. Abstraction is a big part of the bitsy game creator, so utilizing abstract forms helps a lot to create a world that you wish to create. I wanted to make the avatar look like a warrior so I made him have a horned helmet and even included a walking animation to up the realism using abstraction.  Making the mazes look like an ancient dungeon was difficult because I needed to make a maze, but I needed to customize the tiles to seem like mosaics or crumbling stone. The last room was hard to make because I needed to end the game. Since you cannot physically fight or animate combat in bitsy, I needed to settle for the player finishing the maze, and the monster gives you a ceremonial sword as your victory. To me, this tied up the game well and enabled the player to at least feel like they won something and completed the maze for a purpose.

Room 1- I made it to be a starting chamber. Where you get a sword and helmet. All the necessary kit for an adventure. I wanted to make it friendly and familiar with a guide who gives advice similar to Zelda and similar games.

Room 2 - I made it easy to figure out what the game is about. The player needs to be familiar with a maze format and how to play. I added more armor and kit that you can pick up throughout the game.

Room 3 - This room is supposed to introduce a bit of different play. I changed the color palette to give a different feel and  I switched up the maze format so it wasn't immediately obvious what to do. I also added an evil looking sprite to talk to, conveying that someone or something is watching your progress.

Room 4 - Room 4 makes the challenge take trial and error. A new color palette suggests progress through the rooms. There are multiple hallways and only one is the correct one you can pass through. I liked this idea for a bitsy game because it adds some challenge with limited options like bitsy. 

Room 5 - The final room is similar to room 4, but you have the closure of the final bad guy giving you a ceremonial sword to congratulate you. I liked the idea of giving the player a "prize" at the end, even if it is a digital sword. Players like to win things in games.