Infinite Square Well by orangeoceans

You find yourself before a SQUARE, glowing with noise and potential. Who will you discover in its many layers? Talk with them, help them out, or scan around and enjoy the pretty colors.
⚠️Note: It can be hard to find some of the characters in the forest. If you're short on time and want to read the dialogue, these are the direct coordinates to the encounters in the forest: - Forest center: 03000 02200 07300 05500, - Siren: 06000 02200 06000 05500, - Bubbles: 01800 01000 07300 05500
Or, you can find a walkthrough here:
https://youtu.be/dzI8GrZehIE
Ratings
| Overall | 345th | 3.805⭐ | 43🧑⚖️ |
| Fun | 719th | 3.238⭐ | 42🧑⚖️ |
| Innovation | 13th | 4.537⭐ | 43🧑⚖️ |
| Theme | 552th | 3.663⭐ | 42🧑⚖️ |
| Graphics | 368th | 3.939⭐ | 43🧑⚖️ |
| Audio | 124th | 3.963⭐ | 43🧑⚖️ |
| Humor | 214th | 3.658⭐ | 40🧑⚖️ |
| Mood | 71th | 4.207⭐ | 43🧑⚖️ |
| Given | 46🗳️ | 60🗨️ |
The issue should be fixed!
I love quirky games like this, and the concept is neat, but it feels like there's just too many dials with that take too line to tune to really feel comfortable just exploring, and if you mess up it's hard to recover without just resetting back to the crow.
The writing is lovely, every character feels unique and stands out.
Nice work!
I've completed two of the "quests" but I'm not sure if I've seen the definitive end. That might just be part of the intended experience though, so I'm not complaining. It was a nice interactive experience overall!
@sylvic @croze Yeah, it was definitely a challenge to think of ways to make the space navigable.
The intent was to have a few lines that stretched out from each key location; you go from the crow to the city following one of the city's lines, then to Sgt. Salt on another of the city's lines. The same goes for the forest. I guess in the end we didn't communicate this very well; maybe we should've stated this directly?
I think if we were to develop this further, I'd like to incrementally add dials as the player finds new locations, rather than giving access to all of them at once.
Another consideration is that this game is pretty dependent on color perception. For instance where Sgt. Salt says to go to where the screen just starts to turn purple, some people have told me that what I see as purple, they see as blue. So the colors need to be adjusted to be more obvious, or color-based hints need to be thrown out altogether.
I love the scanning mechanic and the visuals, music and writing are so good 😄
I got lost many times, had to use the cheatsheet in the description for the forest. It helped that the music would fade in if you were close to something but maybe that raidus could be higher and there could also be another hint of sorts 😛
Lovely, lovely entry! I'm a fan!
Some of the directions got me mixed up. Especially the colors, because we have different ideas of what's purple and what's blue. I think this could be fixed if you added some more objective shape landmarks. ("If you get to the polka dots, you'll know you should have gone R-ward at the squiqqles, then S-word into the blip blops before taking a Q-ward turn at the spherical cubes")
I also wish there was an option to turn the dial faster. I got lost a lot and scanning through the dials randomly takes a very long time. Sometimes I would start to make out a location and tweak the dials to get to a sweetspot, but then I'd get to a point where any dial I turned made the location fade. I guess I don't understand how it works.
But overall this was awesome and so creative!
That aside, I really loved the atmosphere of the game. The sound design in between locations was pretty otherworldly. Moving the dials felt like tuning an old oscillator, and I got this sense of eerie wonder when I'd stumble upon a new area and try to tune it into focus.
Great job!
@lovewerk Those are all good suggestions. We'd thought about using some sort of shape/pattern for Sgt Salt's directions rather than just "purple" but I ended up wanting to use landmarks that were part of the static itself. I think if we flesh this out in the future, we'd use shapes/patterns for most directions except for things intended to be secrets. We'd also tweak the gradient so it would rely less on really subjective interpretations of what purple means.
I think it's possible you came across one of the "lines" that were diagonal? In that case, to focus it you'd have to move in two directions at once, whereas turning any single dial would make it fade. I can see how this can be very confusing since we didn't explain it, haha. Or maybe we just made it too stringent.
@bill-marcy Ooooh, good point about mixing up dials. That's the sort of QoL problem we wouldn't be able to spot on our own.
Gameplay-wise the core concept is extremely promising and unique. However, I think the dials moved way too slowly which, combined with the unclear hints, made it hard to progress to the next "layer". Making the dial movement faster or allowing to set position precisely with mouse click would have made experimenting much more manageable.
Great job with the game overall. I can see this concept being taken further, there is a lot of potential. Keep it up!