The present article is a persuasive interactive story, which involves reading in almost-houses and
narrating or relating to characters at the center of them through dialogue. After each house has
read its part, it offers several options with an instruction signposting where readers must locate
themselves based on their preferences (selected by default). The plot concludes when all houses are
filled up without more space for reading material in one place after a long period of time that
shows the reader is getting bored and tired. To prevent this from happening, use a paper-and-pencil
ruler placed over part 1 to only reveal an option's path while keeping other areas hidden with your
choice (included as interactive).
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