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Game quests

A topic by Douglas Gallo created Jan 07, 2023 Views: 166 Replies: 2
Viewing posts 1 to 3
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Hello there!I have recently discovered your games, and I decided to check this one out. You said that the adventure mode had quests, but the game doesn't tell your mission in a textual way, only by sounds. We are supposed to complete quest objectives, discover secrets and repair objects. how? the game doesn't say any text during the adventure. I'm confused.

I think it's via audio queues, though I'm sure that our developer will be better off answering this question. I technically haven't played seriously yet, though I love the concept!

Developer (1 edit)

I’m sorry. Responding to this thread fell off my to-do list. It’s been a while, so this is to the best of my recollection.

Within the Miscellaneous menu you will find an Audio Glossary of the sounds I describe. The adventure mode is like a guided tour of the game world for folks who prefer having tasks to complete or paths to follow.

When you begin, you will follow the compass sounds toward a waypoint sound. This is the tutorial. As you explore further from here, you will encounter more waypoints.

Approaching them will begin quests. And upon completing these quests, their locations are connected with breadcrumb sounds, that form a network of paths connecting every place that you have explored.

The quest type is not made explicit. And some quest types are more straightforward than others.

During an exploration quest you might follow the compass toward one or more waypoints. Escort quests are similar, but you are accompanied by one or more sounds, who follow you to their destinations. Clockwork quests involve pushing the object in any direction until it is fully charged. And the synthesis quests are basically a remake of its prototype, Soundsearcher, requiring you to collect tones and return them to the quest start.

The game design of this mode is not very sophisticated. In hindsight, I wish I had invested double into the adventure mode to fill it with more content and make it more understandable, or dropped it altogether to focus more on free roam and the overall sound design. But it’s also in the past, and I wouldn’t change a thing!