Giant Steps: Refined Prototype

Title: Giant Steps: Chapter 1 – Autumn in New York (inform/parser prototype)
Link: https://www.sebastianblue.github.io/giantsteps
What changed since studio: tightened the professor letter; clarified directions (“GO TO TALL’S” command); custom parser nudges; broader synonyms (ENTER, GO IN, typo catches).
Playtest #1 (outside class): one player unfamiliar with jazz; loved pacing, phone jump, and F-train elder; got lost on magazine navigation and door entry; wanted clearer “how do I get there?” and felt anxious narratively but not mechanically.
What I’m testing next: More implementations of anxiety in-game, and also moving it slowly to Godot.

  1. Does the magazine → phone → route chain feel intuitive now, or do you still want a map/compass hint?

  2. Where, if anywhere, does the prose feel like it’s over-explaining? (One spot you’d trim.)

  3. At the red door: does ending the chapter on “YES” feel satisfying or abrupt?

  4. Does the guy on the train land as earned sentiment or schmaltz? Be blunt.

About the author

Hi, I’m Sebastian. I’m a composer, sound designer, storyteller, and student at Stanford majoring in Music and Theater. I’ve written musicals, designed sound for plays, designed lots of puzzles and built escape rooms and narrative games—including an annual murder mystery party where the guests always regret trusting me. I’m drawn to interactive experiences that blend emotion, humor, and surprise, and I’m especially interested in how game mechanics can carry meaning (or at least make people scream in a fun way).

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