Hover
I NEED HALP WITH THE PRISON!!! AAHHHHHHHHHHHH!!!!
Ok so i cant find the last of the three computers to hack. I found the first two easily but i cant find the last one. As for which it is i dont know because due to the open nature of the game it makes it impossible for me to be more specific about this. In other words i need someone to make a guide because i have spent my last 4 hours of gameplay just searching for that thing and I KEEP GOING IN CIRCLES!!!!!!
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Relax.....calm down. Take a breath, just breathe....breathe.... *inhales through the nose intensely*

Make sure to hold that left mouse button and scan while moving to see objectives from afar
Αναρτήθηκε αρχικά από R.J:
Relax.....calm down. Take a breath, just breathe....breathe.... *inhales through the nose intensely*

Make sure to hold that left mouse button and scan while moving to see objectives from afar
WHAT DO YOU THINK I'VE BEEN DOING THIS WHOLE TIME!!! Sorry it's just that UGH THIS PART OF THE GAME URKS ME SO ♥♥♥♥♥♥♥ HARD!!! I know that i can do that and it doesnt help. Seriously its live having a map to Universal Studios to get out of the ♥♥♥♥♥♥♥ woods. IT IS SO UNHELPFUL IT HURTS!!!
Just because i know where it is doesnt mean i know which path to take in that ♥♥♥♥♥♥♥ labyrinth. As a result scanning doesnt help when ive spent hours trying to find the path to it AND I KEEP GOING IN CIRCLES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
that is why i need a guide
iirc there's a rough map on the in-game menu. Most of the paths aren't marked, but the rooms are on there. Don't remeber which 3 rooms you need to go to, but the map should help point you in the right general direction to finding all the rooms.
The map helped me know what room (its either in 5 or 6) but it gives me no indication of how to get there so im back at the same problem
As I remember, you need to go in room 4 up. And I mean really up to the ceiling. Then follows the little tunnel and you should have the right path...
But i'm not sure if this right :u
Αναρτήθηκε αρχικά από Habijob:
As I remember, you need to go in room 4 up. And I mean really up to the ceiling. Then follows the little tunnel and you should have the right path...
But i'm not sure if this right :u
Thank you. i actually never would have figured that out. There is no clear indicator that that even leads anywhere. No hints to its existence and its super easy to miss. A bit of a design flaw if you ask me
Not easy to miss....... Look at the ceilings of all rooms
Αναρτήθηκε αρχικά από Riku ♥♥♥♥♥♥♥♥.com:
Not easy to miss....... Look at the ceilings of all rooms
but there is nothing indicating anything is up there. Asking a player to look up in every room when it's never indicated anything will be there is a bit much. It's not game breaking but it is a design flaw
Τελευταία επεξεργασία από DarkMagicDez; 13 Ιουλ 2017, 23:52
Thats like saying you should be given a path



In an ADVENTURE game
Looking around is kind of what Hover is all about though.

My only nitpick is that you have to get arrested to do two missions and collect some side objectives, since there's nothing indicating how to get into certain restricted areas. And getting arrested is bad so you try to avoid it as much as possible. Should be a button to push or something to get in there without getting arrested.
Αναρτήθηκε αρχικά από Riku ♥♥♥♥♥♥♥♥.com:
Thats like saying you should be given a path



In an ADVENTURE game
Im not saying a path but you cant design a level like that where there is not even a subtle indication that its possible. I spent 6 hours stuck on that because i would have never known there was a path there
This is totally necromancy, but I had the same exact problem, and yes - it's not very good design. I followed the quest marker to room 8, but scanning showed that the hackable computer was above me, through the ceiling, and there is absolutely nothing letting the player know that they have to go back to room 4 (?!) and jump to the tippy-top of the room (which my character could barely do with almost all gold chips), ignore the lazered-off duct opening, deduce that of course there must be a duct opening on the other side that is not lazered-off, and that this duct will lead to a computer chamber located over room 8. I want to love this game, but there's a lot of poorly thought out and haphazard design all over this game (very poor telegraphing like this, weird mission structuring, the poorly explained and potentially broken upgrade swapping system, the deeply unfortunate pets, making the player collect every_single_one of the Game Girl collectibles to get the "good" ending, etc.) Graphics cost money. Art costs money. Design just takes time and thought, neither of which the developers were apparently interested in sufficiently dedicating - and from what I've seen on this forum, the devs were either not receptive to, or actively hostile to, any form of constructive criticism, which did not serve the game very well.
Τελευταία επεξεργασία από Lujami; 22 Μαρ 2019, 2:26
Αναρτήθηκε αρχικά από Lujami:
This is totally necromancy, but I had the same exact problem, and yes - it's not very good design. I followed the quest marker to room 8, but scanning showed that the hackable computer was above me, through the ceiling, and there is absolutely nothing letting the player know that they have to go back to room 4 (?!) and jump to the tippy-top of the room (which my character could barely do with almost all gold chips), ignore the lazered-off duct opening, deduce that of course there must be a duct opening on the other side that is not lazered-off, and that this duct will lead to a computer chamber located over room 8. I want to love this game, but there's a lot of poorly thought out and haphazard design all over this game (very poor telegraphing like this, weird mission structuring, the poorly explained and potentially broken upgrade swapping system, the deeply unfortunate pets, making the player collect every_single_one of the Game Girl collectibles to get the "good" ending, etc.) Graphics cost money. Art costs money. Design just takes time and thought, neither of which the developers were apparently interested in sufficiently dedicating - and from what I've seen on this forum, the devs were either not receptive to, or actively hostile to, any form of constructive criticism, which did not serve the game very well.
The only major problem i have with the game is it seems for many things the devs never stopped and asked themselves the questions "is this necessary" or "is this clear enough without being handholdy". My major criticism of the game as a whole is that there is a large lack of thought in the design of quite a few things. A similar problem to what Sonic Forces had. It feels like much of the design and concept phase was half baked but they just polished a half finished design layout rather than finishing a design and concept phase. That doesn't make either game bad (i love Hover and Sonic Forces) but it does show that about five more minutes of thinking would have been very necessary to make the game better
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