IndieCade East
February 16 - 18
MoMI
New York City

Wonderland: A Solvitur Ambulando Mystery

Wonderland: A Solvitur Ambulando Mystery is an audio drama set circa 1914, in Toronto's rough-and-tumble Junction neighbourhood. The end of each chapter poses a puzzle -- solve it with what you learned in the previous chapter, and unlock the next one. But if you're stuck, there's an unusual hinting mechanic -- you put your iPhone in your pocket and go for a walk... every 100 steps, one of the letters in the puzzle is filled in.

About Wonderland: A Solvitur Ambulando Mystery

Wonderland: A Solvitur Ambulando Mystery is an audio drama set circa 1914, in Toronto's rough-and-tumble Junction neighbourhood. The end of each chapter poses a puzzle -- solve it with what you learned in the previous chapter, and unlock the next one. But if you're stuck, there's an unusual hinting mechanic -- you put your iPhone in your pocket and go for a walk... every 100 steps, one of the letters in the puzzle is filled in.


Trailer

Screenshots


Developer Info

Callum has had experience working with unusual player input from his work on Super Street Fire, a flame-effects heavy game installation made for Burning Man. Adam and Chris are seasoned film/tv professionals who brought an enormous level of polish to the audio. Jim is an novelist and did the writing for IndieCade Grand Jury Winner Unmanned. Jim knows Callum from his Hand Eye Society volunteering, Chris from their work together making lo-fi sci-fi movies, & Adam because they live in the same building and their daughters are playmates. He had the idea for the game and pitched it to them for the Toronto Game Jam, and then went to get the money from the arts councils. They all live in Toronto, and for the month or three of active development they met weekly in person or on Skype.

Developer's Artistic Statement

The medieval monks of the middle ages had a mantra, solvitur ambulando: latin for walking solves it. You're more likely to solve a puzzle while enjoying a meditative walk -- but it's also literally true, because we use GPS to give hints every 100 steps walked.

After having created several interactive fiction games with puzzles and seeing how they stopped the story dead for players who got stuck, writer/designer Jim Munroe wanted to provide a help system that was part of the experience and gave a way to earn hints, rather than feeling like you're cheating. He was inspired to set the story in his neighbourhood, in a very specific historical and geographic setting not often seen in games, and creating a rich audio world inspired by the radio dramas of the past.


Browse more games...

Check out these games from the IndieCade database!