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i dug the basic idea and whole future dystopic setting. the graphics and shaders you used looked very nice, however they were very distracting, not just when looking around, but particularly regarding the game's one and only real mechanic.

morse code puzzle is a fun idea, but with the way it's staged it's impossible to see the puzzle and the morse code guide, and the keyboard at the same time. in fact, the shader actively made it unreadable if i tried to have both in view. it was only by typing into a web tool that i could solve it reasonably. a more fleshed out version might have progressive bits that teach you morse code in small bits until you get to a puzzle like the one you have. check out 'the witness' for a game that does this sort of thing very well.

would've been nice to see a little more twist in the revelation. in this case it was exactly as expected, and didn't really payoff the difficulty. i know it's not quite fair, but this sort of thing has been mined to death so much in every media that you see it a mile away.

so  find a way to have the whole puzzle in view: keyboard, clue, and solution because asking to recognize, type, and decode all at once is literally a skill that takes weeks of training.

great effort!

(+1)

Thanks for your suggestions!! This was my first game jam and my first completed game so I'm very inexperienced with stuff like shaders, animations, and lighting (along with a lot of other post-processing features). I did notice the issue with not being able to read all of it in frame but wasn't sure how to fix it. If you move closer to the translation sheet you could still read it so I just left it as I was basically out of time. I was also thinking of implementing a notepad built into the game where you could type the dots and dashes as they are shown, then decode that while looking at the translation sheet, but again ran out of time.

Ideally, I would've added more puzzles leading up to the main one that introduce the idea of hidden messages through morse code earlier, but my main goal was to avoid scope creep and actually finish the game. Also, I wanted players to make it to the end of the game so that they get the payoff of the end of the story.

My storytelling definitely needs work, any suggestions as to how I could've added more of a twist to the classic trope I went for?

Thanks for playing and again for all the great feedback! :)