Walkthrough

The user will be promoted to input an answer to the given question on the start page. If given no, the game will result in an instant failure and taken to the end screen. If given yes, the player will be taken to the next part. In the next part, the user can click on the Phoenix Wright Ace Attorney title to begin the game. The timer will countdown from 25 and words meant to confuse the player will fly by. When it reaches 20, the selectable words will appear. The user can tell because they will glow orange and because they differ in connotation to the other words. If the player succeeds in selecting all the words, the timer will stop and the player will be presented to an end screen. This displays their time for completing the game. If the user fails to select all the words in time, they will be taken to the fail screen.

Design Goals

My goals for this project was to create an abstract version of what a Phoenix Wright game is like. At first, a player is overwhelmed and confused by the information and opponents presented to them, represented by the words thrown at them. However, by being persistent and looking for evidence, contradictions and by relying on your allies, the player will be able to win in the end. Besides base game mechanics the player can see in the words, there are also several classic Ace Attorney villains to be found. I also tried to refine my initial poster idea. While I believe that I did not succeed in wholly recreating that Cowboy Bebop aesthetic in my poster, when I showed a peer my interactive poster, their immediate thought was it seemed like the Cowboy Bebop opening. This is when I knew that I had succeed in communicating the aesthetic I was going for. An easter egg I included was that Miles Edgeworth is included twice, one to represent himself as Phoenix's greatest rival but also as his most longstanding ally. the song playing is the theme of the prosecutor, Godot. I wanted a different version of his song to be played but the file size was too large to be put into p5 js. I used gunshot sounds mixed in with the jazzy theme of Godot to try and capture that same feel of Cowboy Bebop's aesthetic.

Creating the words in the background took the longest and was the most difficult part. They are completely randomized and in order to lessen the workload, I created a class to take care of displaying all of them. This class also let me change the font size, the direction the words came from as well as the speed, making it very versatile. It also let me easily add and change what words were displayed. Changing to multiple screens and activating the different screens and timing events was also time consuming. The size of the fonts I used are also different from JavaScript's base font, so that required me to manually adjust and create separate functions that could tell when the player moved their mouse over certain words.  

Credits

Song: "Godot's Theme: The Fragrance of Dark Coffee"

Gunshot sound effect from www.videvo.net

Fonts used: Octynaz, Strenuous Cast