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And then the game just sort of ended. What happened to the bad guys, exactly? We'll never know.
What the credits? Who watches the damn credits?
I do.
1) The snake thing. Here's a simple fix: after Shay escapes the snake, have him say one line like "I bet it would pass out trying to strangle me" or something. Anything that implies he is somehow resilient to being killed by a deadly snake.
2) Tickling the navscarf. Okay, once you've gotten to this point, you know that you can use information from one person's view to help the other. Makes no sense, but it's easy enough to work with. But TICKLING? The movements don't look anything like tickling. Or playing the harp, but they directly tell you it can do that.
The game was obviously not playtested well. If you listen to Valve developer commentaries, you'll hear all about how they changed major parts of levels in response to players getting stuck or annoyed. Here, it feels like they just sat a couple of guys in a room and told them to look for bugs. Well a game can be non-buggy and still have some major flaws in the design.
I really don't know why you need more clues for the snake. When I saw the picture with the snake, the first thing I thought: I gotta try that on the snake.
As for the navscarf, I got the tickling, took me a while to figure out it's also supposed to work for the harp, but that's the whole point. In act 1 I didnt even have to think, it was like playing a Telltale game. I play adventure games for the puzzles and stories, not just stories and dialog that doesnt change anything, really.
You should get stuck in an adventure game, you should figure it out. Hell, if these puzzles were really as obscure as in some other games (like the first Runaway), I would complain, but I all I had to do was think. And for this game, I can honestly say, that's not to hard.
Funny man :D
Kids these days, they just dont wanna think :/
I didn't have any particular problem with the tickling navscarf bit, just with the whole fiddly way the rewiring was handled (and the totally nonsensical and unexplained bit about how Vela knew something that only Shay had seen and vice versa). The fact that when you first wire one of the hexapods you have to hook up the wires, then put it in the charger, then take it out, rewire and put it back in again, rinse and repeat, largely through trial an error (to figure out which terminals are which symbols) and it's just a needlessly frustrating experience. At first I spent some time just moving around wires expecting something to happen before realizing that I had to put it in the charger to see any result. That puzzle could have been streamlined (without being easier or dumbed down) just by allowing you to rewire it without first taking it back out of the charger.
I suggest you watch the Double Fine Adventure documentary as it seems you are very misinformed as to how the game came to be.
I think you missed the point. Its wasn't about bugs, it was about badly designed puzzles.
The game isn't bad and, a few really frustrating puzzles aside and the plot going a bit off-the-rails in the second act, it's quite charming.
I mean by adding in-between to make some things feel less "forced" like those two guys not being computers.
I played the game back when Act I was still the only act released and based on it, a lot of stuff was planned in advance to Act II. This is evident especially in a ship where many puzzle elements are already in place that are not used until Act II. Also you might notice that Shay's father is never shown in Act I enough to see if he has body or not and looks like he is busy. Which evidently supports him of being so busy at work that he even sleeps outside of the ship.
Now why those "nazilike ideology" beings are defeated so easily? They supposedly presented only small part of the overall people in Eluna. Basically they were either persuaded to see others viewpoints or were overthrown.