huh. it should not have any collision like that. thanks for photo, ill investigate
edit: i just tested and even if i hug the door it doesnt get stuck for me, weird
edit2: i just tried like 5 times, i cant replicate it
>Fuse box closes entirely in one version and stops halfway
- I didnt get this when testing before upload or just now. could you have alt-tabbed/hit escape during it closing? the statemachine is an afterthought and not super well implemented :P
>Graphics compression artifacts?
- the WebGL for sure has this, downside of squeezing a 1.6gig game into less than 200MB :P webGL also for some reason does not include the HighLight asset we used for that.
>No outline, no hot cursor, no visible sparks.
- in the webGL, there are missing things i dont know/have control over (yet), but i also didnt see any missing sparks. this is weird.
>Finally, I swear I could hear a dog, After one comment about pets
- i have worked very little on the story, my group partner handled most of that and honestly i cant remember any comment about dogs :P but i can ensure you there are no dog audio :D might be a compressed audio glitch - i could not hear any barking, however i like this idea, maybe a future implementation xD
> display a "score" of how many of the tablets
- super easy, but its a bit against the design intensions. however i could add it to the "end credits" something like: "you found x of n story elements"
>All told, quite a good job for a class project!
-Thank you! :D
The project is coming to a close (deadline 1st.dec). We are required to also deliver a video of us playing the game, so in case there are game breaking bugs, we still have something the prof can reference- however, i dont want to deliver a bug riddled game either so im grateful you took the time to both play and provide feedback! :D
Thank you so much for all your feedback! it helps alot!
i dont think i will spend alot more time on the game until deadline, unless something is absolutely gamebreaking (maybe just the "you ffound x/n story elements" in credits, i like that idea :D )
> (maybe 135 degrees total?)
- close enough :D (around 65 in x and 70 in y)
> because my monitor is slower than theirs.
- thats kinda hilarious xD
> Purely blind clicking! Since the mouse doesn't lock to the canvas,
- ahh, yes i had to use notepad-trick :P basicly the same as you did except i use notepad above the game so i know where the cursor is, but such an annoying bug to experience anywhere!
> I'm kind of amused that I made this choice and then uncovered a bug
- im glad you were amused :P and even more glad that you reported it! would have been bad if the professor got stuck there thinking it was game over or something :P
> "No trigger" is why I tried the download
> await the update
- BOTH webGL and executable are playable WITH endings now!
(webGL max texture size 512x512px vs 1024 & 2048 on executable) webGL doesnt look as bad as i expected, but alot worse than the executable
oh i misunderstood, you were actually completely stuck after removing, and inserting the fuse? oh man - i am sorry. very little changed from build 2>3, build was done in a rush and i didnt test it :S
im amazed you actually managed to get to press something in the elevator even :P
i must remedy this immedeatly!
just to confirm, the WebGL is playable (though has no trigger for the ending :P)
i shall debug and fix the mentioned issues and upload build 4 today :D
thank you again for making me aware of this!
Thanks alot for your feedback.
- The cursor should be fixed in next build.
- Mouse sens setting is also added in next build.
There is more to do after the fuse box, did you visit the kitchen?
The movement, i agree, is a bit clunky - the focus for the course was interactivity so we didnt spend alot of time on finessing movements.
Thank you for playing, and again, for the feedback!
Appreciated!
Thanks for awesome feedback. much of what you are pointing out are things we ran out of time on.
we plan on adding armor and trinkets as drops, healthdrops. more clear hit detection and feedback, a plethora of abilities and stats.
So that strength (which currently is N/A) increase damage for instance so reducing it would be bad