Fantastic effort - looks amazing, very evocative. I look forward to giving this a proper go when I've got some more time! Congrats on the release!!!
FractalMindMike
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I played this game and I was surprised by some of the cool art that you added and I like the thematic twist you added. It's pretty interesting. My eyes or my monitor aren't fast enough for the later levels while I'm reading chat or whatever else I'm doing, but this could be really fun to play with chat or like put on my BRB screen so chat can be entertained.
So I watched your playthrough, and I was surprised to see you randomly rolled MT-32 4 times in a row. I wonder if the RNG in AGS needs a reset each time or something. lol. It is randomized, and I can confirm that it's different most times I run it.
Lots of good feedback, and it was instructive watching your plays. Thanks!
Thanks so much for checking the game out! I'm really glad to hear you went with the mop handle. 99% of the playthroughs I've seen are using the hockey stick and it makes me sad that they don't realize they could use 3 other items as well (also I see it confuses them and I don't know how to make that less confusing. I guess there's a lesson to learn here).
So glad you enjoyed it, thanks again!
Wow, thanks for the glowing review and thoughtful comments!
I'm really happy with the improvements over the Sandwich game - that was my first time using AGS, and had a very tight (self imposed) deadline. So going into this game I really did want to focus on improvements across the board.
The bugs you mentioned - I'll look into trimming the walkable areas in the lab. The journal check-marking system is definitely not triggering for the bucket, I think the powering one was working, but I'll check if I missed a trigger.
I'll patch those soon.
I understand the frustrations with the inventory. I was trying to find a balance of usability with it. I really don't like the "move the mouse to the top, auto opening" inventory style. So I wanted an intentional click, but I wanted to maintain the "it goes away when you move your mouse away" because it's pretty typical to select an item and then want to interact with the world. But yeah - I think I could adapt it so that it only goes away in specific situations that make sense. For example, only auto-closing when there is an inventory item selected and the mouse moves away. I also thought it'd be a good idea to leave it open during the blueprint sections... I really should have done that. Maybe I'll patch it in, if I can find the time to look into it as well.
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For each game I set some goals to focus on. The first was "learning AGS, and developing a production pipeline."
The Hamster game was a broad set of goals, but focused on "improving art, dialog and actual puzzle designs" to boil it down to a single sentence.
For the current game, I'm focusing on character interactions, animations and dialog sequences as well as maintaining interesting puzzle mechanics. But I'm not aiming to include such diversity in the mechanics (more traditional inventory and dialog based puzzles for the most part).
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Once I've completed the current game, I think I'll be able to focus on a larger project, having gathered all the tools necessary to produce a fleshed out well rounded adventure game that presents fun and challenge with humour.
Well - I guess that remains to be seen, but I'm pretty excited about moving onto the bigger project - the goal is to meet the scale of games like Sam & Max Hit the Road, DotT, Thimbleweed park, and that kind of thing.
Thanks again for the wonderful notes and feedback. I'm really glad to hear you liked the game. I'm excited for the future :D
It's pretty tricky! You need to use extra carrots from the bio lab. But before you use them you need to put them through the shredder in the bio lab.
There are three paths that I know of that can solve the maze.
🟤 = raisin
🟠 = carrot
🟢 = pea
🔹 = seed
From memory, I think this will work: (I haven't got it in front of me to confirm, so might be a mistake):
🟢🟤🟠🔹🟤🟤🟤🔹🟠🟢🟤🟤🟤🟤🟤🔹🟠🔹🟠🟢🟢🟠🟢🟠🟢🟤🟤🟤🟢🟠🔹🟠🔹🟤🔹🟠
there's a lamp hanging nearby which can reach it. but you need to make it heavier to successfully get the wire.
spoilers:
You will need the bucket, turn on the valve in the store room to make the pipe leak in the main room. Put bucket under pipe.
Get rope from bio lab.
Use rope on pipe in main room.
Get bucket, use bucket on lamp in bio lab.
Push bucket.
Ah sorry (doing day job stuff) You put the items in the blueprint slots. So click on the blueprint, then open the inventory and select the handle, and place it in the handle slot in the bottom right of the blueprint. Do the same for the coil in the coil slot at the bottom middle and finally the sensor in the first slot. (Once you know the correct sensor - it's named in the manual, which can be found in the first room on the floor. It'll be highlighted and say something like "[model numbers] Sensor Module")
Once you have placed all items in the blueprint, you can click "Build It" which is at the top of the screen (if you can't see it because of the inventory, just move your mouse down and wait for the inventory to close, then click the button).
Hey thanks for the excellent feedback! I don't remember the Prof Layton hamster puzzle - I'll have to go take a look at it. My goal with that puzzle was to see if I could make maze solving and movement programming a little more palatable. Glad to hear that you enjoyed it :D
Yeah, the web layout has been a bit frustrating to solve - the scroll buttons was the least evil position to obscure I could figure out. But I'll keep looking into it. I have a few patches I want to make, so I'll be looking at that gear icon again as well.
Thanks so much for playing :D I'm excited to begin working on the next one.
I'm glad you enjoyed it and that you took the time to look through the different walls :D I wanted to do more there, but kind of ran out of time. The zinc bars being out of bounds is baffling. I need to re-examine that part. I've seen it happen a lot.
I'm happy you played it and enjoyed it, though! Thanks for the feedback <3
Thanks Scloh1! I really appreciate the feedback. I'll need to have a look at the bucket checkmark - that was surprising t see (I thought I took care of all those issues haha). The hamster is following the instructions it gets. I had planned to make the maze a few degrees more difficult with more "interrupting" food items on the paths, but I decided to keep it simple with only the ones you see. When it runs over the raisin, that will stop the carrot instruction and execute the raisin instruction.
Thanks for this suggestion. I finally got around to adding it! https://www.adventuregamestudio.co.uk/site/games/game/2756-day-of-the-sandwich/
I didn't really know this was a thing. Hahaha!