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Hopefully it's just a weekend break and we'll know more about the plans to fix things up on Monday.
I've got most of the bugs you wrote about and I absolutely agree about the tweaks needed for the button interactions and the missing indication that Beak Beak can interact with octopus creatures in trippy mode.
My 6 additional bugs in order of importance. They are already mentioned elsewhere but let's have them here too:
1. You can finish the game after getting the last octopus to give you the last artifact (used to activate the console in emerald room), without rescuing the baby or encountering the bad guy. I returned to the first station using the trams, and had beak beak with me, got into the emerald room with his help, solved the final puzzle. And then I got a cutscene which I assume is the only ending in the game, where stuff had happened that really did not for me (beak beak was dead, the baby was back with Tommy, and the mother said I beat the bad guy and was worthy of everlasting power energy). [gameplay bug][consistency bug]
2. In the second tower, if you leave beak beak on a button in the one room where this is possible, and return to the tram platform, you can pull the level and get sucked in the pipe, but then nothing happens. Tommy gets stuck in there because the game expects beak-beak to be with him too. You can't get unstuck there. You need to restart [gameplay bug]
3. After solving the final puzzle - putting the combination in the emerald room panel, the sound will play but if you then click out of the panel to return to the main room screen, the glass is not raised. It's still there, when it should not. I think the solution to this is to wait until the sound finished playing entirely. [gameplay bug]
4. The panel that beak beak uses to set the tram lines in the fourth tower resets itself to its original tile combination when you revisit it, although that does not necessarily reflect the state of the tram lines. In order to set the tram lines to the horizontal state I had to mess the tiles and then return that to the original combination (this is a bug, because it makes no sense).[gameplay bug]
5. In the first tunnel that Beak Beak uses, if you exit to the first room of the game, Beak beak's vision stops being trippy. This is inconstistent with the rest of the game. [visual glitch]
6. Also in that tunnel with Beak Beak, if you exit to the first room and Tommy has blocked the door from the other side, Beak beak will still see the door as closed.[game world glitch]
And a suggestion:
- The "wall of lore" is really easy to miss (no indication of interaction) and also sections of it are easy to miss (no indication that there are multiple sections), and pretty soon in the game, you solve a puzzle and you get completely locked out of it. I missed it the first time and only randomly found it after reloading and trying to figure out the logic in the astroanuts puzzle (which I solved seemingly randomly). Anyway, ideally there should be an indication that you can interact with it and its various sections. Unless this is supposed to be just an easter egg maybe (?)
About this, it is an easter egg. You need to use the pipe in one of the rooms of the second tower. This pipe looks like the ones near the trams, and kinda seems out of place in that room. I got this neat the end and I am not sure if there is a specific sequence to unlock it. I was with Beak Beak and I stood with Tommynaut under it and it now worked. It sucked Tommy in and spat him out in a platform where a... special tram car was parked.
As far as I can tell you can't interact with or reach that.
https://steamcommunity.com/app/334120/discussions/0/530649887207868797/
This means that only the first 3 rooms of the game were beta tested. If I was allowed to test the full game and give feedback during the beta, these problems may have not been in the full release.
One thing to add, the effin' lever in the green 50/50 room, where you find P. The first time you go in, you can't see ANYTHING on the floor that's like a lever. Nothing. Then the cut scene plays. Of course, you won't pay much attention to the room that had nothing in it after an important cut scene played. So you leave the room. I was stuck after this for hours, because I didn't go back to look for a lever. And even when I did, it was hard to notice.
That and the blue whirly puzzle on the wall drove me nuts.
Forgot to say, plus points for the Wario Thwomp-thing avatar.
The blue whirly puzzle absolutely needed the blue button to be part of the hotspot to trigger the puzzle, and the puzzle itself is pretty obtuse in its mechanics.
It's all small problems like that that make the game a design mess for me. Just small things like people not realizing they could continue upwards in the first ant room, or the well documented beak-beak clicking the button or talking to the squid. Those aren't puzzles in the game, just bad UX stuff. It boggles my mind how they spent so much time on the art, but just overlooked such obvious fundamentals. If I had to guess, I'm guessing they weren't in close touch with their programmers. I've been on projects where the programming was outsourced and eventually I just learned how to program due to my frustrations with those projects.
Well explained. These are things they should've thought about.
Another thing is when you pick up a brown lever, and it turns into a silver level (for the cart) in Tommy's hand. If you miss that you get confused, looking around where to put it. This also could've easily been solved by not reusing the same lever appearances within one puzzle section.
My big cardinal sin is the room near the end with the necessary hint that the player soon after cannot ever revisit. This isn't due to a bug, this is by design. This should never, ever happen in an adventure game.
This has been the game I've been harshest on in years, and it's because I wanted to love it, and it's such a disappointment for reasons that could have easily been avoided with a little thought. Plus, even if it wasn't "modern" in its sensibilities, it doesn't even match up to their previous work in terms of design. I can only conclude something went very wrong in development.
It's turned from a game I was looking forward to into a case study I will be using to demonstrate bad game design and terrible development prioritization to my interns and such, which is tragic.
I'm playing under Linux (Xubuntu), with a 4:3 screen, in 1280:1024.
Here are the problems I found:
1) During the opening cutscene (not other ones) subitles do appear when activated, but are not removed when they should be, so that they all stack and are impossible to read.
2) While normal room screens are correctly adjusted to my screen ratio (adding black bands over and under the scene), puzzle screens (like the panel in the emerald room and the lullaby puzzle) are not, so that what's left and right is cut out.
This is potentially a game breaking bug for me: the button to trigger the lullaby is still barely reachable, but if I look at the panel in the emerald room I have no way to get out of it, except killing the game process. I assume there are sensitive areas to exit it on the left or right and I can't see nor click them.
Thanks for any future fix!