Dec, 2023
Gamedev, Game design
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π Very cool puzzle game about deducing the meaning behind unknown languages
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Playthrough
- A Tower of Babel-inspired setting of a great city. Multiple casts/ethnicities that speak different languages, which you crack by observing the interactions and deciphering local Rosetta stones
- Devotees (peasants, the lowest cast) came after the drought to seek help. They use double glyphs to indicate plurality and any building is like a box with smaller symbol insight
- Warriors were seafarers who came to the music of Chosen Ones, built the city, and serve them, protecting against Impure (who are devilish). They also know a bit about astronomy, as four of the symbols were stylized constellations!
- There are link stations that allow communication between groups of people and you translate for them. There's a cute interaction between servants of the Bards who talk to Devotees about wanting freedom from servitude
- It's interesting how warriors see Devotees as impure and Bards as chosen - and how Bards call Warriors "idiots"
- The trackback was fun
- The ending was anticlimactic
- Ah, it was a fakeout ending, with extra puzzles that I did not enjoy (were they properly polished?)
- Overall thoughts
- Building spatial awareness is cool, mapping is cool
- Language-focused puzzles were interesting, although at times I wished for a more grounded setup. Bards and above were kinda outside of the ancient flavor for me
- The antagonist appeared out of nowhere. I really liked getting back to the hidden rooms, as the one in the Bard's sewers was boggling me for a very long. Maybe we could reintroduce the Monster earlier and tie it to the separation that Warriors enforced?
- If I'd do this, what vocab I'd use (from establishing communications with the cat)
- Shelter/Hide, Danger/Scare, Peace/Safety
- Food, Drink, Poop/Piss
- Hug/Pet/Attention, Help/Come (ΠΊΠΈΡ-ΠΊΠΈΡ), Reward
- Yes, No, I, You, Why/What