Morse Caverns by LSK
Explore the caverns. Try to find an exit and treasure. Play the game using just morse code as input!
The rules are intended to be discovered through play and are intentionally not written out.

| Link | https://astuhlman.itch.io/morse-caverns |
| Link | https://astuhlman.itch.io/morse-caverns |
| Original URL | https://ldjam.com/events/ludum-dare/48/morse-caverns |
Ratings
| Overall | 803th | 2.882⭐ | 19🧑⚖️ |
| Fun | 841th | 2.471⭐ | 19🧑⚖️ |
| Innovation | 80th | 4.028⭐ | 20🧑⚖️ |
| Theme | 589th | 3.353⭐ | 19🧑⚖️ |
| Graphics | 810th | 2.559⭐ | 19🧑⚖️ |
| Mood | 801th | 2.375⭐ | 18🧑⚖️ |
| Given | 18🗳️ | 12🗨️ |
Basically, it is really confusing and I don;t know what the logic is. Could be a cool game if it were less confusing but again I don't know what the puzzle is. (kind of like CmdrApollo)
I got to the eyes and my record is 5
The door doesn't "do" anything because I didn't implement an ending, but it's meant to be the last tile and it's worth 10 points. If I had more time I would have had that result in a "You win!" type message.
As soon as possible I will put my analysis here too.
I hope you enjoy the video.
https://youtu.be/7dy-tdwK9eQ

I noticed that there is a door, a chest, a lever and a red pair of eyes as the most difficult items to find. I don't know if I need to focus on them, or if I'm still a long way from finishing the game.
Is the log part of the gameplay or does it come by default in the tool you used to build your game?
[I will still do my analysis.]



1 - Mechanics, Learning and Flow:
By choice in the creator, the game does not have much indication of how to play. There is only an indication of which commands can be used (input button and button to reset the game).
The mechanics consists (to what I was able to understand) of establishing "constructions" in one of the sixteen spaces of the grid, once the "construction" is established, it is possible to make it produce something (being able to trigger the production of the entire line at any moment).
All this interaction is based on Morse Code, with possible inputs with dots and dashes in specific quantities (I thought it was interesting to be done this way, I just thought the window for the code was very small, maybe in real life with the right machine it will be easier keep this time window, but using controller or keyboard things get a little bit complicated, so I would suggest two separate buttons and have a time window just to differentiate the sequences that have one, two or three inputs).
2 - Graphics, Audio and Narrative:
The interface is simple and, with some persistence, the player who accepts the challenge will end up understanding how the game works at a basic level. One thing that gets in the way of gameplay is the iconography, which does not always seem to fully deliver the functionality of each building or "item that can be produced" (most are clear, but not all).
There is no audio, which could make it easier to learn to play (in terms of short signal, long signal, functional processed chain, useless chain, etc.). It would have to be done properly to please, teach and, at the same time, maintain the current feeling (which seems to me to be of concentration).
I didn't see a projected narrative, but I was imagining that some "constructions" seemed to reveal some kind of narrative construction possibility that would depend on how it is played (I was curious to know if the game would be something with only one solution, or if there would be several paths to victory (which I was unable to achieve, unfortunately)).
3 - Culture:
Because it is a very experimental game (as I see it), in addition to reminding me of spy movies and leaving me thinking about several puzzles for RPGs, I was only able to connect to the Morse Code technology itself. Which can be a good sign, if the game can be expanded.
4 - Monetization:
I thought of a version that grows in size for the grid, with narrative between stages, which could be sold at low cost for smartphones or even for Steam (or similar).