Here’s the problem: intractable objects look bad, orange isn’t working.
Color alone cannot define interactability because:
- post-process heavily alters colors
- dichromatic shader makes orange/blue read unpredictably
- Interactables use different gameplay logic
- not all interactables are “inactive → active” in the same way
- color can’t communicate what type of interaction is required
Ideas:
Layer 1 - Shape Language:
At the basic level, the geometry of the object. We already have this, we just haven’t been using it. Receiving and discharging energy already has a shape language implied due to the shape of the character’s arms.

Inputs (must be charged)
Shape language = receivers / receptacles
- Cylinders, jars, battery canisters
- Open “mouths,” ports, circular recesses
- Wires leading into the object
- A “funnel” shape (wide → narrow into the machine)
- Soft → straight transition
Outputs (give power when drained)