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The biggest issue, for me though, is the fact that it gradually activates things that was not interactable before. Sometimes the areas light up after a sound cue, but sometimes they don't. If I have already tried clicking on something and nothing happened, I will not try again, but then a few moments later, they are activated. Like the barrier in the puzzle going down after picking up the ring. I figured that one was done and suddenly I could do more.
No doubt this is very well made, the train of thought was not just how I think so I struggled. :)
Thanks for being positive about my map!
I met this issue several times in my test. It is because you turned the indicator too fast to show on/off. The trigger behind it could just in time to respond to "on enter" event, which is to show, but no time for "on exit", which is to hide. For reversing it, you could just move the indicator through the screen back and fro as fast as you can.
And I am sorry that you had trouble with some puzzles. 1) The cage was used to make you finish the ring part first for there was an intended order as 4 posters went. I used a cage instead of Logic simply because it corresponded to the destination of J.H Totem, which makes sense. Maybe I will replace it for a Collider Logic. 2) Among the prop behaviors, there are such options as turnable, button, dial and drag target sharing the same cogwheel cursor when your mouse is hovering. The latter one (drag target) is easily mistaken for something interactive. Though I really need this one to display the descriptive name of items, I will consider to reduce it to less confusion. 3) This might be an occasional issue for my horse was static during one of my many tests, but it only happened once and I chose to ignore it.