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First things first -  I really like the concept. I have been thinking myself about how to make these sorts of 'communication games' (what I like to call this sort of game, even if it's solo) - I will detail those thoughts after my thoughts on the mission.


I really like the format and design of a technical manual, as it really fits with the subject matter. But I found the text a little too small too read, especially given the relatively large size of the paper. Seems like possibly too much white space in places.

In terms of actual gameplay, it's a bit unclear what the player needs to do. I think it could use some more explicit instructions on how to play before throwing the player in there. 


Personally, in this sort of game I'd want some sort of feedback from the astronaut as to how things are going. I know the central conceit of this specific mission is that the comms are down, but potentially they might have some sort of alternate communications, even if that's morse code, or similar. Potentially, you could procedurally generate the astronaut's responses with tables when solo playing.

It's asking a bit more, but another thing I'd personally like is a (separate?) manual on communication protocols, simply for immersion.


My thoughts on communication games:

For context, I have played Keep Talking And Nobody Explodes, but not Apollo 47.

I think the strengths of communication games generally rely on the puzzles - complicated scenarios that rely on the player's ability to communicate effectively and efficiently within a time limit. They have to be designed in such a way that they are complicated and specific, but not too hard to decipher. (I think the two that you do have work well on that front.)

To translate it to a solo game requires a bit of a change I think, because you don't have the same dynamic between two (or more) people having to communicate, so you've removed half of the game.


I think there's definitely multiple ways to do solo communication games:

  • Keep the technical aspect, but put the player in the shoes of the astronaut. Then the game becomes more about the technical puzzle solving, perhaps with some way to give definite information about the players situation in conjunction with a technical manual.
  • Keep the talking game. I'm sure there's ways to make it more into a minigame - perhaps you have to say certain words for points, or bring up certain topics. Having a checklist visible from the start, with more things than can feasibly be completed could be a fun way to do this. The idea of having to prioritise certain topics in a time limit is quite appealing.
  • Have the other person be procedurally generated with tables, cards or similar - or perhaps be a fictional AI and limit their responses. Then you could play on your own, but still have a bit of that conversational dynamic.


If you (or anyone else reading this) have any further thoughts I would be very interested in talking it though more, since it's quite the interesting design challenge.

Yeah let's return to this discussion on the server, this is an interesting design challenge. How to make a communication game single-player, delightful paradoxality there. 

I think there's an inherent double challenge here, like you say, the game really lives or dies on the quality of its puzzles -- the ones here are not great puzzles. ((and puzzle in the wide sense)) But then the "communication game" also needs to work.  So double challenge, making good puzzles, that also work well for the spoken format, and here solo. Whereas good puzzles themselves are already hard to design.