2026-04-21 05:08
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!
Foon → Ludum Dare Explorer → LD59 → Deep Conversation
By DenisSobolev, paulsams, Mirka-chan, XMAKE and greedy_merchant
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 185 | 3.90 | 39 | |
| Fun | 329 | 3.51 | 39 | |
| Innovation | 75 | 3.98 | 39 | |
| Theme | 47 | 4.44 | 38 | |
| Graphics | 116 | 4.36 | 39 | |
| Audio | 198 | 3.81 | 38 | |
| Humor | 311 | 3.08 | 38 | |
| Mood | 108 | 4.19 | 38 |
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!
Really interesting design. I couldnt finish the game, its a bit hard to understand but loved the atmosphere and design
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
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
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!
I love the idea and the atmosphere you've created! It's a really unique mechanic!
@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!
Attempting some kinda communication system during a 3 day jam is very ambitious, even if its heavily constrained. Good job! :)
@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 :)
@lanatra thanks, I will definitely check it out!
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!
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.
I love the concept and the artwork. Very interesting idea. Good job!
The game is a bit tough, but I really love the improvised music setting. Such a cool concept!
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?
Controls are kinda overwhelming and i got a sound broken. Like idea and art though
@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?
@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.
@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.
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)
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.
@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).
The idea is great, great, cool, hard to figure out, but damn cool
This is very cool, well done! Amazing achievement for the short time, very unique project!
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!
Nice idea and cool art style. Good job!
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!
Яичницу готовить я умею, но играть в этот жанр игр неочень, поэтому мой прогресс остановился на яичнице😅 Классная проработанная игра!
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.
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!
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!
Very nice visuals and sounds. I like the decryption mechanic and overall idea. Great game.
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).
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