The Magic Circle

The Magic Circle

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gkscotty May 16, 2015 @ 5:54pm
Endgame, postgame, save backups
Really interesting game. Was looking forward to it since seeing the trailer and it did not disappoint. Immersive, worked great, interesting characters, and reminds me of happy times going out of bounds in Guild Wars 2. :) A couple of questions though...

1) Is it possible to go back and replay E4 after completing the game? I'd like to try some things differently, but I can't find Coda's Sky♥♥♥♥♥♥♥. I can see how it makes it more immersive that she's gone but I'd rather not have to dump my save file and start a completely new game in order to try it out. And speaking of a new game...

2) Is there any way I can manually backup my save file, since you haven't given us multiple save slots? I'd like to stream this for my friends, but having found almost all the secrets I'd rather not throw away my current save to do so. Had a look in the game folder and My Docs but nothing seemed to obviously be it. And speaking of the secrets...

3) Looking for audio logs and change logs in the post-game is a complete pain and at this point not very fun at all. (one audio log, three Design Logs left despite thoroughly scouring the world. I got all of Tropers though, nice hellhound) It would be nice if after completing the game there was some sort of hinting mechanic (say, an ability that when given to a creature makes them beep when something undiscovered is nearby?)

4) Minor error: In the Design Logs section of the Inventory, a Change Log about Maze's live worm/airlock encounter is mislabelled "Empty Flamer" IE "Empty Flamer" is listed twice but one of them is about the airlock.

5) I'm feeling a little self-conscious about writing a long series of complaints and suggestions right after viewing a whole bunch of whiny and demanding logs files ingame. This is not your problem though.

6) Stat upgrades never seemed to be necessary.

7) Weirdest place I got to: flying a Juggadillo under or on (hard to tell) the kill plane and into the doomed shuttle/airlock area. It's not possible to undelete the shuttle but the Worm and Corpse can be given life - they just fall through the ghosted shuttle into the void, reappear at spawn and keep falling forever. :)

In any case, great game. I really enjoyed it.
Last edited by gkscotty; May 16, 2015 @ 6:07pm
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Showing 1-6 of 6 comments
rujuro  [developer] May 16, 2015 @ 6:38pm 
AH, good questions and feedback, here are answers:

1. Currently, no. We have discussed it, but the only way back is a fresh playthrough. We will continue to think about this one though.
2. YES, you can find your saves in Users\[you]\AppData\LocalLow\Question\The Magic Circle
3.That is an interesting idea, we will have to think if there is a smart way we could implement something like that. I like the notion of giving more hints post game, just have to balance with all the other stuff.
4. Good catch, will fix that one
5.Sorry to hear that :)
6. They are really just a power user addition. You are right, they are never actually required. Mainly there for people who want to build a super rat, or rock or whatever.
7. Another good catch, we should make sure you can't get that low, thanks. We encourage most breakage, but I don't love that one.

Really happy you enjoyed it!!
Last edited by rujuro; May 16, 2015 @ 6:38pm
gkscotty May 16, 2015 @ 7:19pm 
Shame about number 7, but if you don't want that kind of thing here's another one.

Start from the hiver ruins crack, get on a flying juggadillo and head off the side of the cliff. Go down a bit and head south.By the time you get to the metal circle, you'll be below the killplane and can run about on the pipes. If you continue to fly down you can fly through the roof of the corridor heading to hibernetics.

Oh, and this may be deliberate, but the Quarantined room patrolled by the Securitron has a window with no glass that can be walked through. You can waypoint a Juggadillo onto the bottom killplane and drop onto it, but there's nowhere to go - the entire space is boxed in with killplanes, as far as I could tell. I was quite disappointed there wasn't a secret there.

I think that's a problem with you holding a scavenger hunt in an environment like this - it's quite hard for me to tell what's a buggy feature I should be investigating, and what's a buggy feature that's just buggy.
rujuro  [developer] May 16, 2015 @ 7:33pm 
Yeah, mostly we're happy with people getting where they shouldn't and encourage it, mainly only when it allows transition into space that I draw the line. So thanks for these, a big part of why we are early access is stuff like this, we give so many tools that we need players to help us discover any holes that we didn't want.
Extracrispy May 16, 2015 @ 9:30pm 
I liked being able to go into space. There's a hole southeast of the teleporter room that allows you to bypass the teleport puzzle. I clipped through the bottom of the tractorbeam hanger to access that area.

BTW, the tractorbeam hanger question mark needs a marker, such as a down arrow, showing its below the pipes. That was the most confusing part of the map.
rujuro  [developer] May 16, 2015 @ 10:44pm 
Agreed on the question mark front, actually considering giving the space question marks a different treatment.
Snicker May 17, 2015 @ 7:25am 
Would putting the space question marks in a different font (using the space game's font) be too subtle?
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