00:05Hello everyone, I'm Dan Smith, I'm the developer behind The Spectrum Retreat.
00:09Today I'm going to show you a little bit of the opening sequence of the game and explain some of
00:13the things that are going on.
00:14So The Spectrum Retreat is a first person puzzle game set in the near future.
00:18You're awake in the Penrose Hotel, not sure of why you're there, how you got there or how you're going
00:22to get out.
00:29Hello? Hello? If you can hear this, hide your phone now. Now, hide your phone right now.
00:40The device you have, it's not just a phone, it's...
00:44Look, this is hard to explain quickly. You'll be able to absorb and exchange certain colours.
00:53I don't know how that must sound. Things should make sense when you're in there. Good luck. I'll be waiting.
01:09So The Spectrum Retreat is all about colour. The core mechanic of the game is about swapping colours with the
01:14cubes you see in the environment.
01:16At the start of the game, you're given this device that you hold in your hand that is capable of
01:20storing one colour at a time.
01:22And when you hold that colour, you can bypass any shield of the same colour.
01:26It's a very simple intuitive mechanic, but as we go on, we add more mechanics in, we use them in
01:31more interesting ways, and the difficulty slowly ramps up as the game progresses.
01:45The device you have has unlimited range, but you can only interact with cubes that you can see, and you
01:50can only interact with cubes that don't already have the same colour that you hold.
01:54A big part of the challenge of the game is memorising why you put different colours, figuring out what order
01:59to arrange colours in, in order to progress through the gates.
02:02And quite a mainstay of the puzzle is a sequence of gates, all with their own colour, and so you
02:08have to order the colours correctly, outside of the gates, so that they're there when you need them.
02:19By the way, you've just started to try to open up a bit of your favourite colours, who might be
02:22with foot-sting and underwl, but you can also come to the colours under the bloom.
02:29As I'm learning, we don't have to tour too many things.
02:30After a lot of the Games, you can hear more on the same colour, and then you can also come
02:31to the colours.
02:31While I'm working with the colours in the colours, you can also call the colours.
02:31The coloursis were used with the colours.
02:40The coloursis were used in the colours, and the colours were used in the colours, and the colours were used
02:42in the colours.
02:42At the end of every puzzle you'll reach one of these pods and will take you to the next one.
02:46Once you've solved all the puzzles on any given floor in the hotel you will unlock access to the next
02:52one as your device downloads the credentials to access it.
03:15Something I really wanted to do with this game was explore two very distinct aesthetics and find a way to
03:20combine the two of them.
03:21Obviously we've got the art deco hotel environment which is very classical, it's very colourful and we also have the
03:28more clinical puzzle environment.
03:31We needed a really desaturated look for the puzzle environment so that the colour elements could really pop.
03:36When you walk into a puzzle room you should be able to quickly identify which things are important to you
03:42progressing and which parts are just part of the environment.
03:46At the same time we don't want to just make a grayscale we want to keep it interesting and I
03:51think this really hyper modern hyper clinical look complements the art deco fancy thrills environment in the hotel.
03:59And there are certain elements in the game, certain parts of the game where you get to see those kind
04:04of leak into each other and I think it was a really interesting and quite unique aesthetic to look at.
04:12A different way where you are I think this is a huge detail from the game where you are making
04:39a bunch of material.
04:39dirg manufacturing
04:40Ricky
04:45scripтор
04:47marum
04:49spogliamo
04:51unico
04:52régazioni delle
04:53st 64
04:54alargazione delle
04:55commemorazione delle
04:57noi
04:59mi
05:01polla
05:01abbiamo
05:01questa
05:03posizione
05:03chiamiento
05:03diamo
05:04che
05:05usi
05:06una
05:06un puzzle after another, and then eventually the game ends.
05:10What we do have is somewhat of a hub world in the hotel
05:14that links all the puzzles together,
05:16but it's more than just a hub world,
05:18it's also a gameplay space,
05:19and it's also a very involved space as far as the narrative is concerned.
05:24And it's almost like playing two different games when you're in them,
05:28but your progress in the puzzles unlocks areas in the hotel,
05:32and your progress in the hotel will give you access to new puzzles,
05:36so it's this kind of relationship between the two types of gameplay
05:39that's really important.
05:40As I mentioned before, progressing through the puzzles
05:43eventually will unlock new floors and new areas of the hotel,
05:46which is going to be essential,
05:48but at the same time you're not going to be able to get to these new puzzles
05:51until you sell puzzles that exist within the environment of the hotel
05:55that are very different to the colour puzzles that we see here.
05:59So it's two very different styles of gameplay,
06:03but I think it provides quite a nice relief from just constant puzzle solving
06:07that can be quite intensive and quite headache-inducing at times
06:11if you're finding it really difficult,
06:12so it's nice to introduce these kind of changes of pace quite often
06:16and let you kind of get really invested into what is a really interesting
06:20and involved narrative,
06:22and doing that in a way that doesn't disturb the thought process
06:25that you go through when you're trying to just solve puzzles.
06:55So I'm going to go through when you're trying to solve puzzles.
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