Whoops, we'll look into it -- thanks for the bug report!
digitarium
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Appreciate the feedback, you bring up some great points!
1. That's a weird new bug for sure. What was the unsure action you performed that caused the stamp to get stuck? Is this something you can reliably replicate?
2. That's not intentional, potentially a bug? Are you opening the mystery stamp packs every day (i.e. could this be related to transferring unopened stamp packs to the next day) or is it just preventing you from purchasing more than 2 per run regardless?
3. True, sounds like a good shop upgrade to me
4. Very much yes, variable earnings based on parcel size are in the works
5. Honestly, we didn't expect anyone to play long enough to notice the looping month, so thanks? This was a temporary solution to squeeze the calendar into the last update, congrats on revealing this dirty secret :D
Thanks for the report, does it resolve by flipping through *any* dog-eared corner or is it specifically the map/book etc? Did you alt-tab back into the game at any point? There's a similar bug after alt-tabbing, fixed by hitting ctrl. If you've found a specific way of reproducing the issue, please let us know!
Thanks for the kind words! :) Yeah, 90% impossible doesn't seem right on the breezy mode -- just to clarify, are you utilizing the 4 top right slots to also temporarily store single cards that are in the way? Without doing that, it would definitely be way to hard to solve.
The cards are shuffled completely randomly atm, so it's very possible be dealt an impossible hand, especially on harder difficulties. That's a good idea to have an option to skew the shuffling, we can add that in the post-jam update but we'll have to wait until the ratings for LD are over in about 2 weeks.
Thanks! Package storage will likely make it into the next big update, and definitely agree on the desk upgrade gripes -- it's on the to-do list :)
Thanks for the bug reports, there's a lot of weird edge cases to consider. If you ever reproduce them, let us know/send screenshots. We'll look into the postage issue, the scale has been a particularly lovely treasure trove of bugs. Wahoo.
The quit game button is on the last page of the rulebook, as of 10min ago :D
A picture is worth a thousand words – Thank you!
That price chart looks wrong, many of the numbers are 100 times larger than they should be. Comparing your screenshot with the spreadsheet helped me figure it out.
Under the hood, the game reads the chart from a CSV file where 25 cents is represented as “0.25”. However, it looks like your system’s locale/language settings probably assume that the decimal separator is a comma, not a period, and so it reads “0.25” as 25 dollars not 25 cents. I had no clue that the system locale could change how numbers are parsed in C#.
I’ll post a new build with a fix as soon as I can.
Thanks for the bug report! Does this happen with specifically "overweight" parcels or any parcel? If you could post a screenshot of the mistake preview when this happens, that'd be really helpful -- we've been trying to catch this bug for a while, but haven't been able to replicate it.
In terms of game balance, did you unlock the stamp pack upgrade and purchase mystery stamp packs? If it's not possible to price everything correctly with the upgrades purchased, we'll definitely have to tweak the pricing balance as well.
Thanks for the bug report! Does this happen with specifically "overweight" parcels or any parcel? If you could post a screenshot of the mistake preview when this happens, that'd be really helpful -- we've been trying to catch this bug for a while, but haven't been able to replicate it.
In terms of game balance, did you unlock the stamp pack upgrade and purchase mystery stamp packs? If it's not possible to price everything correctly with the upgrades purchased, we'll definitely have to tweak the pricing balance as well.
Wow, thank you so much! These are some great ideas and critiques, we really appreciate it and we'll definitely be referencing this as we work out the next tasks to-do :)
In the original concept sketches, we actually had drawers on the front side of the desk (bottom of the screen) for storing packages, but putting them above the desk would definitely be a better fit both visually and mechanically.
I could see the "lock" button concept visually indicated with push pins holding the item in question down. Currently you can't lock an item in place, but holding L-shift will preserve the current layering of any held object, and holding L-CTRL will push the held object to the furthest layer. That should solve the map layering issue for now!
The 75-cent stamp was only intended to spawn until the player finds/uses it, so that's definitely a bug that it keeps re-appearing every day. I really like the idea of adding it to the roster of stamps available for purchase, or that using it unlocks a different special stamp collection/pack.
You make a good point about not hiding the forecasted route from the player, potentially it could be a one time upgrade (i.e. a calendar or a marine radio). Maybe there could be a Forecast II upgrade where the player additionally gets more info for the week like you mentioned (i.e. "the Yellow route will only be available on Friday this week"). Love the idea of coloured markers as a tool for the player to mark parcels. We've had the art for wooden handled rubber stamps and ink pads done for about...oh geez, almost a year now...but the implementation had a bunch of kinks to work out with the behaviour/mouse-controls and accounting for all the edge-cases depending on what the player would choose to stamp.
I'm so down for small decorative awards for milestones, maybe the starter pack could evolve visually as different milestones are met. After all this testing, I feel like I have the same 13 images burned into my retinas xD
In terms stamps disappearing, the inconsistency of the unused starter stamp pack's postage all disappearing at the end of the day while the purchasable stamp pack's postage remains, doesn't sit well with us. We'll have to workshop this more in the future, as like you said, if they don't refresh at the end of the day, the player would end up with way too many stamps. For now, we'll probably adjust the balance of the stamps you get in the starter pack (more little denominations) and tweak the spawning rules, which should make it a little easier to have the correct amount of postage on hand.
The shop is not well balanced, items should probably be gate-kept, we threw it together as a last minute addition and it definitely needs some love. Same thing with the routes, but we definitely intend to expand on everything: more complex/dynamic rules, more unique shipping options, more parcel variety, NPCs, quests, etc...
...and we also have a bunch of bigger picture ideas we'd love to implement that we think would definitely round out the game. Thanks again for your lovely comment, it means a lot to us that someone took the time to give us such detailed feedback! Glad you enjoyed playing
Thanks for the comment! Colorblind mode is a great idea, we’ll add a unique symbol for each route. You’re spot on with the stamp balance issues, we'll be tweaking the balance as we add new mechanics/upgrades. Currently in the story mode, overweight packages are only possible after day 3, and even then it’s a low chance(10% per package) that one will spawn. We’ll be reworking how that works in a future update – we’ll likely move the large stamps into a stamp pack upgrade, and increase the number of small stamps into the starter pack.
That's a great tagline: "it's like if Papers, Please loved you" xD
Yes, a save function is up there on to-do list, no promises on when it'll be implemented though, and we're currently working on a couple permanent upgrades for the next update. Thanks for the upgrade ideas, we'll add them to the list!
Thanks so much! Glad to hear the bugs are dwindling down, and the easter eggs are being found :'D
We fixed a couple adjacent problems to what you're describing in the last update, where the scripts for returning parcels flung off the desk and the logic for parcels/postage kept overnight just didn't work as intended. Hopefully that'll address your bug report as well, but let us know if it's still an issue and we'll look into it!
Thank you for the lovely comment!
Definitely agree, we intend to do localization eventually, when the game is a lot closer to being done. We’re open to doing that sooner if there is enough interest.
Automatically sorted stamps is a great idea – How would you feel about that being a purchasable upgrade in the shop?
Wow, you outlined pretty much exactly the direction we want to take the game – a good number of these are already in the works. This might just be the motivation we needed to push for the next update :D
Fantastic, thank you -- the video has been very helpful! At a first glance, there are a few things missing that I’d expect to be there, and a few things not behaving correctly:
- The bar above the blue inventory menu should have text on it
- Blue route on the map
- The “Label zoom” should have the stamp on it by default
- The game normally doesn’t let you interact with stuff on the desk when you open the ship inventory
- The blueprint inventory shows the wrong ship
- The desk should get a black overlay when you open the shipping menu
- The route flag is also missing
From what I can tell so far, the initial data that the game expects is not loaded at the start of the game or is somehow being reset to default values. The strange thing is that I know that this data is present in the build, and does not appear to be missing/reset for most people. So, this makes me think that the issue is more specific to your setup.
Here are a few more questions:
- Do you see the same issue if you use private browsing? (CTRL+SHIFT+P on Firefox) If the game works in private browsing – my guess is that it will start working in the regular browser after you clear the cache for itch.io.
- Are you using an old version of the browser? If you are, update your browser to the newest version, and try to play.
- If both of these don’t work, there is a chance that the issue is caused by a Unity bug, and I might be able to fix the issue by building the game in a newer version of Unity – I’ll do that for the next build.
Unfortunately, not at the moment, the game is still a work in progress. We intend to release the full game on Steam once it's complete and would love to have it localized at that point.
However, if there's enough interest now, and someone volunteers to translate (neither of us devs speak Chinese unfortunately), we're open to adding language support sooner.
Thanks for the feedback, if you are consistently underpaying, chances are that going down a row on the price chart will solve your problem. The chart is a bit confusing and we'll be updating it soon.
The "up to weight (g)" column should be more clear with the ranges: the "10 g" cell should read 0 -10 g, "20 g" should read 10.1 - 20 g, etc. So for example, a package weighing 25 g going to Tator Isles would fall in the row marked "100 g" since it's over 20 g and fits in the "up to 100 g" range, and it'd need $0.50 postage to ship.
You can use the scale to do the stamp math :D -- hope that helps!
Couldn't replicate the incorrect destination issue you described, but the game doesn't (yet) explain how that system works either. The colour of the flag in the top left corner of the blueprints denote which shipping route that particular ship/train/etc. is going on -- you can flip through all the current blueprints with the dog-eared button on the bottom right of the shipping menu to find the right route for a particular parcel. Hope that helps!
Successful ending should be possible now! We bugged it out when implementing endless mode :(