Deep Conversation by Paulsams

[raw]
made by Paulsams for Ludum Dare 59 (JAM)

GOAL

Escape from the tentacles of the underwater monster! To do that, you need to... negotiate?

How to play

Listen to the monster's words and try to figure out what they mean. Pay attention to how it reacts to your actions. Use the oscilloscope to formulate your own questions and ask them.

Ludum<em>Dare</em>59_DpF6fjX6Q1.jpg

Ludum<em>Dare</em>59_teYbG0bvIK.jpg

Controls

| Action/Controls | Mouse & Keyboard | |--------------------|-----------------------------------| | Interact | LMB | | Move objects | Hold LMB | | Move camera | Mouse position at edges of screen | | Pause menu | ESC |

Versions Difference

  • Jam Version — it turns out that there is a bug in which, with manual input, the game does not count the answers if they are not perfect. So when playing jam build, you need to copy the answers by clicking on the curve from the dictionary. But when playing the current version, there is no such problem anymore.
  • Jam Version (+1 day) — added sounds (finded during by jam), a couple of VFX and a couple of systems have been added to make it easier to understand the game. And fix few bugs.

Hints

For Story Mode

!> 1. You need to try pressing the buttons on the dashboard; 2. You need to answer his question. That is, when he asks a question: "You understand the question" – you need to answer that you understand, but by answering with a different pronoun from the available ones; 3. Next, he asks for food and you should try to feed him eggs, fried eggs, an empty glass or coffee. You can feed by dropping food through the airlock on the left side of the boat; 4. You need to respond with denial (aggression) to his question or compose a completely different message that will happily say that you are kind; 5. All that remains is to ask if it is possible to finish the game: that is, to move boat. If you haven't discovered the word "boat", then you've missed many interactions: I advise you to press the horn, the ignition key, the door and the lever above the door.

Ratings

Overall 186th 3.905⭐ 39🧑‍⚖️
Fun 330th 3.514⭐ 39🧑‍⚖️
Innovation 76th 3.986⭐ 39🧑‍⚖️
Theme 47th 4.444⭐ 38🧑‍⚖️
Graphics 117th 4.365⭐ 39🧑‍⚖️
Audio 198th 3.819⭐ 38🧑‍⚖️
Humor 313th 3.083⭐ 38🧑‍⚖️
Mood 108th 4.194⭐ 38🧑‍⚖️
Given 46🗳️ 54🗨️

Feedback

Wabutt
Apr 21st · 05:08 UTC
Really enjoyed this one! Even though I couldn't get very far in it, I think the mechanics and discovering phrases is something that you could really sink some time into!
MaruMari
Apr 21st · 23:23 UTC
Really interesting design. I couldnt finish the game, its a bit hard to understand but loved the atmosphere and design
Grummelchen
Apr 22nd · 16:04 UTC
The concept is awesome, but it's quite difficult to understand how to operate the various features. The art and the sound is really cool and I like the concept of the signal tweaking
lanatra
Apr 22nd · 16:07 UTC
Similar problems as the other commentators; I often wasn't sure whether I should do something on the ship, what other actions I had (is there a switch to turn off the light??) and what the best strategy for talking was.

However, very neat idea and theme. By chance, have you watched or read Project Hail Mary? :D
Andrian
Apr 22nd · 16:10 UTC
This game gave me some serious 'We Were Here' vibes, which is exactly why I decided to play it. Communicating through signal patterns is such a brilliant idea! I had so much fun trying to interact and talk with this 'monster.' Truly a unique experience!
RedPhoenix2412
Apr 22nd · 16:17 UTC
I love the idea and the atmosphere you've created! It's a really unique mechanic!
greedy_merchant
Apr 22nd · 16:17 UTC
@lanatra Our goal was to let you explore the cockpit and ways you could communicate with the monster. There is indeed a switch to turn the light off :) Now I see that we sould have given a little more introduction, thanks for playing!
Never heard about Project Hail Mary, looks interesting!
tive
Apr 22nd · 16:21 UTC
Attempting some kinda communication system during a 3 day jam is very ambitious, even if its heavily constrained. Good job! :)
lanatra
Apr 22nd · 16:21 UTC
@greedy-merchant I totally see the idea; after all if you give everything away there isn't much game left. However, as a player, I'm kind of afraid to just press random buttons (what if I flood my sub or shoot the monster by accident?) — so that's kind of the conflict here I guess.

Without spoilers, Project Hail Mary has a kind of a very similar thing to your game as a very central plot point, so I think you'd enjoy it a lot :)
greedy_merchant
Apr 22nd · 16:26 UTC
@lanatra thanks, I will definitely check it out!
Soul Grinder
Apr 22nd · 19:26 UTC
Interesting idea for a signal game and pretty amazing how many frequency combinations you can come up with too. Good work, was fun to play!
Tomtomgome
Apr 22nd · 19:40 UTC
That was a very ambitious Idea, I'm glad you tried to pull it off, because I feel that is what jams are made for.

The game is very hard, I couldn't get to the end, but every time something clicks it feels rewarding. I played the easy way, thank you for letting the option!

Really glad I played it.
Byte Bark
Apr 22nd · 20:28 UTC
I love the concept and the artwork. Very interesting idea. Good job!
BaiLou_Ocelot
Apr 23rd · 05:51 UTC
The game is a bit tough, but I really love the improvised music setting. Such a cool concept!
orangeoceans
Apr 23rd · 06:01 UTC
This is very cool. I had a similar idea at the start of the jam, but didn't pursue it due to the difficulty of implementing a communication system like this, so I'm really happy to see that someone managed to do it.
Can I ask how the squid parses our input? Is there a list of combinations it's listening for specifically, or is there something more flexible going on?
!> I managed to interpret all of the words in immersion mode, and fed it the fried egg, but I'm not sure what to do next. It seems like it's asking me if I am broken?
FuryOhFury
Apr 23rd · 06:26 UTC
Controls are kinda overwhelming and i got a sound broken. Like idea and art though
🎤 Paulsams
Apr 23rd · 06:40 UTC
@furyohfury can you tell us more? So that others don't have any problems with him. Are you hard of hearing the frequencies produced by the curves, or are all sounds not working at all (as well as background noise or any sounds of interaction)? And is this repeated only on the web or in the PC version too? And have you tried turning the volume sliders in the pause menu?
🎤 Paulsams
Apr 23rd · 07:10 UTC
@orangeoceans It's sooooo nice to hear that you've managed to get this far in the immersive game mode.

As for how the monster works: he has questions written down and he expects a specific answer (but often he can be answered in 2-3 ways). That is, there is no flexibility except to respond in several ways.

!> And about the hints... The penultimate question is that you need to answer his question with denial (aggression) or on the contrary positively (rather appease him). And right before the end of the game, you need to ask him a question that will mean winning the game. Also, just in case, I'll tell you, but you can press the door, the lever above the door, the ignition key and the horn.
orangeoceans
Apr 23rd · 07:24 UTC
@paulsams I'll give it a try!

I'm impressed myself that I managed to figure out all of the words in immersion mode, but on the other hand story mode seems way too easy! I love it when puzzle games let the player figure things out on their own, and I think this is quite well executed, with just the right number of hints.

It's also rather brave to make a game like this for a game jam, where players have shorter attention spans and quit easily. While there's definitely room for polish, the ambition more than makes up for the flaws, so this is one of my favorite LD59 entries just for that reason.
Kit Gorn
Apr 23rd · 15:16 UTC
Выглядит красиво. Идея потрясающая. Играется интересно, но нужно много терпения. Меня на столько не хватило. Попробовал сначала при полном погружении. ​Покормил осьминога.
Потом перешел в сюжетный режим. Стало понятней, даже прошел до зеленой лампочки. Но по сути так же покормил осьминога. В общем я смирился с компанией осьминога я остаюсь с ним)
nathmate
Apr 24th · 04:31 UTC
Very cool idea, as others have said. The UI could do with a bit more feedback on what is interactable and what isn't, as the background and interactables look pretty much the same.

Is it even possible to make the various phrases just with the dials? Seems like I was stuck copying out of the recordings, which made me confused why the manual dials were even there.

The unprompted hints were kind of annoying. Having hints is good, but they should be asked for by the player imo.

Great concept, pretty good execution (as far as I got) just needs some UI\UX polish.
🎤 Paulsams
Apr 24th · 07:11 UTC
@nathmate Thanks for the feedback. As for the UI: I agree, but we just couldn't figure out how to highlight it better within the borders of jam, except as a blinking outline (but this will break the immersion a bit). But maybe a bigger contrast difference between the background and the buttons would be enough.

In general, you can enter what you don't know yet (because it's logical), but you need to know the curve or do it at random. There was copying for internal testing, but then we realized that the game was too complicated, so decided to leave copying for the players (who don't get high on use recordings) (but the player still has to find copy mechanic it himself). But the manual setting remained for the sake of immersiveness.

I completely agree about the hints, but it's not very good to make a single button on the main UI separately or insert it inside the book or as another button on the panel – no one will ever press it. Therefore, I decided that they should be displayed like this (once often, and then rarely).

But we are glad that our game was able to encourage you to find the bad elements in it and tell about them).
vikingx84
Apr 24th · 07:18 UTC
The idea is great, great, cool, hard to figure out, but damn cool
Zwi Zausch
Apr 24th · 11:56 UTC
This is very cool, well done!
Amazing achievement for the short time, very unique project!
Volkolak
Apr 24th · 12:03 UTC
It's great that there's localization! It reminded me of the recent film Project Hail Mary and it felt like it was transported into a Lovecraftian setting. Good job!
IRKAR
Apr 25th · 19:26 UTC
Nice idea and cool art style. Good job!
Constance
Apr 26th · 07:34 UTC
Cool idea and execution! Even though I'm not so sure what I should be doing to progress, but figuring things out myself feels really fun.

You guys were able to pull this massive idea of communication through sounds and stuff within 3 days of the jam is very ambitious, astounding job!
JoeGreen
Apr 26th · 07:46 UTC
Яичницу готовить я умею, но играть в этот жанр игр неочень, поэтому мой прогресс остановился на яичнице😅
Классная проработанная игра!
A.D.Chaos
Apr 26th · 07:48 UTC
Very cool looking game and interesting mechanics, with pleasing graphics. I tried to finish the game, but I couldn´t figure out what to tell the squid. The airlock and heater could be marked more clearly (like name tags), to indicate that they are interactable at some point. Overall I enjoyed figuring out how to solve the puzzle.
parkuhrmd
Apr 26th · 07:58 UTC
Loved the game and actually stuck to it to try to solve it. I was stuck on the last puzzle ...

!> ... figuring out how to tell the kraken I was coming in peace: I only got the connection that aggression = denial after reading the comments here. I think "aggression" might be misleading. Things i tried in the end: "I destroy pain", "I move joy", "I give joy", inverting "destroy" using the wave functions, asking "you destroy question" back (it replied with aggression, but I misinterpreted that as, well, aggression).

Still, I can only critique the implementation, the idea is still very solid and with a bit of play testing, this could be an amazing language puzzle game!
Zamizmi
Apr 26th · 08:21 UTC
Very cool game! The ambition level is really admirable and execution great; visuals and audio match very well!

I really like the eyes of the octopus, it really brings it alive.

Great work!
VenomousMouse
Apr 26th · 18:13 UTC
Very nice visuals and sounds. I like the decryption mechanic and overall idea. Great game.
Black Rose
May 07th · 04:51 UTC
I haven't figured out how to beat the game yet, but the concept is really interesting. The enclosed space and those eerie beeps even gave me a case of deep-sea phobia (lol).
loafchan
May 08th · 13:52 UTC
Very cool concept, love how immersive and realistic the setting was, enjoyed the art and deep sea sounds. It was fun to explore and press buttons, unfortunately i couldn't figure out what the monster wanted from me...but I enjoyed my time trying out different combos. for the first 10mins i didn't get any response and realised I had it set to 'headphone' and not 'speaker' in game haha oops