About this game

Emma: The Little Advocate

By @MsBlazeWolfLeleTaylo

  • Cozy
  • Word

Choose Emma's words to help her stand up for her friend Jack when a stranger questions his white cane.

How to play

  1. Read the stranger's dismissive comments about Jack's white cane carefully.
  2. Review the three different dialogue choices available for Emma to say.
  3. Select the response that best defends Jack or educates the stranger.
  4. Watch your Courage and Learning meters increase based on your chosen tone.
  5. Complete all three dialogue scenes to see your final advocacy result.

Controls

Touch
Tap a dialogue option on the screen to choose Emma's response.
Keyboard
Not supported.
Mouse
Click a dialogue option on the screen to choose Emma's response.
More about this game

In this short interactive story, you guide two-year-old Emma as she stands up for her friend Jack. When a stranger misunderstands Jack's white cane, you must select the best responses to explain the truth and protect his feelings. Each choice directly affects your Courage and Learning meters, which start at 15% and 10% respectively. The game ends after three distinct dialogue scenes, giving you a final outcome and badge based on whether your combined score reached the 80% strong ending goal.

Tips
  • Choosing firm answers gives you the maximum 35 Courage points per choice, which helps you reach the 80% combined goal needed for a strong ending.
  • Kind and teaching answers boost your Learning meter by up to 35 points, which can change the stranger's attitude by the end of the story.
  • Staying quiet or giving a 'miss' answer only gives a small fraction of the points, so always try to speak up and use your brave words.
Questions

How do I get the best ending?

You need to reach the 80% resolve goal. Choose firm and kind answers that maximize both your Courage and Learning meters across the three scenes to get the strong ending.

How many scenes are there?

There are exactly three dialogue scenes in the game where you must choose Emma's response to the stranger and to Jack before the story concludes.

What do the meters do?

The Courage and Learning meters track the impact of your words. Courage starts at 15% and Learning at 10%, and they grow based on the tone of your dialogue choices.

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