Can you give me more detail as to what solicits the crash? I uploaded a new build last night that should've solved it, but if you are experiencing specific crashes at specific times that would be useful to know.
unfortunately the crashes didn't seem to have anything in common, one of them i got when walking out of the lift, one of the after dropping a flashlight, one after turning a light switch off and on.
after a couple false starts where i ended up just wandering, i managed to get two bags of soil in one tray and a second empty tray in the way of a blob, but that hasn't been long enough that i have any plants
i feel like the gun's probably supposed to be usable but all i can do is take it out and look at a message about it being jammed
can't tell what the toolkit's for, but i've accidentally disassembled plenty of things clicking on them
crafting's in a weird place (shelves) but i suppose if it just lists things you can do there aren't many inventory slots elsewhere (feels like the wire would be important for some crafting, so i was just crouching on the floor rubbing wire (, a handgun,) and a toolbox together for a bit)
haven't pressed the elevator button yet, worried that i'd have to move all my stuff into the elevator first
can't crouch and move forward without closing the window but crawl works fine so w/e
there was a gap that looked like i could step over it irl but no jump button
no idea what haul and sidle are supposed to do
freaked myself out with my own shadow after putting my flashlight on the floor to make a narrow catwalk visible while carrying a tray
it's a bit odd that i can't put a folded bag many places, but it's way better than the classic bulging empty sack
you should be able to pour things into your mouth to consume them, even if that makes container-opening a can use the can-opening mechanic
also i want to be able to carry two empty cans and two burlap sacks in another sack onehanded, but that might be less reasonable
shake flashlight only gives a few seconds of light per shake; can't seem to move components around inside of something at a workbench (to put the shake generator next to the cell); workbench inside elevator doesn't move with elevator; placing the workbench is hard since crafting seems limited to shelf menus; a room light seems to have changed between visits to the same floor in the same session; can't use the Shiny Blob as a pillow :p ; probably intentional but can't prise apart mattresses or put paint in pockets; my current file won't let me go back to my first home so i'm very low on seeds (keycard fails); maybe make the keycard reader openable so it's more obvious it's always got a card in it?
thank you for your feedback as always! most of these are already addressed in the next patch but some of them are new so i will make sure to address the points worth addressing.
Well, here's what I can say after giving this a go last evening:
- Wow, this game is slow! And I don't mean that it runs slowly: that's just how the pacing is. Not a criticism, just that I wish I had the time to play such games, and this game is indeed probably not for me :D
- I didn't really understand why I need to grow plants. It seemed like an optional milestone which required a lot of setup; I never made it that far.
- I think I saw this minimalistic, overly manual inventory system plus kinetic minigames in another game, Casualties Unknown? Not sure if it took some inspiration from there or both are inspired by something else.
- I didn't really understand food. I slept a few times without eating anything and concluded that eating is optional... but after eating a can I noticed that not eating seems to affect your walk speed (and thus exploration distance I guess). However, that condition crept up so slowly that I didn't even notice my glacial walking speed was not normal until I tried eating something for the first time.
- It wasn't clear when I needed to eat and when I needed to stop eating. It seems that you can eat as many cans as you want one after the other, but I didn't understand benefits and drawbacks. There seem to be a lot of food cans lying around all over the place.
- Having to turn off your flashlight before sleeping to get a good rest was an interesting discovery. That said, I wasn't even sure what a good rest meant, since the UI doesn't seem to quantify this in any way besides the text message.
- A bug I noticed: there was an X corridor junction where, while the PC was in the square that joins the four corridors, sound effects went through a strong reverb filter. (Playing in Firefox)
- I found a cable and a flat battery and then went around trying to find something to plug it in. The light fixtures (illumination, not growing) seemed to have a protruding metal bit that I tried to tap into to no avail. Couldn't find a way to charge batteries so I guess energy is a finite resource?
In all, I guess my description so far would be "slow and confusing but not in a bad way", maybe I would need to give this some more time to understand all of the mysterious mechanics :)
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Game crashes on windows, and doesn't take control of the mouse properly on browser (firefox)
Can you give me more detail as to what solicits the crash? I uploaded a new build last night that should've solved it, but if you are experiencing specific crashes at specific times that would be useful to know.
unfortunately the crashes didn't seem to have anything in common, one of them i got when walking out of the lift, one of the after dropping a flashlight, one after turning a light switch off and on.
If i find the time to redownload and try playing again i'll lyk if the new version still crashes
after a couple false starts where i ended up just wandering, i managed to get two bags of soil in one tray and a second empty tray in the way of a blob, but that hasn't been long enough that i have any plants
i feel like the gun's probably supposed to be usable but all i can do is take it out and look at a message about it being jammed
can't tell what the toolkit's for, but i've accidentally disassembled plenty of things clicking on them
crafting's in a weird place (shelves) but i suppose if it just lists things you can do there aren't many inventory slots elsewhere (feels like the wire would be important for some crafting, so i was just crouching on the floor rubbing wire (, a handgun,) and a toolbox together for a bit)
haven't pressed the elevator button yet, worried that i'd have to move all my stuff into the elevator first
can't crouch and move forward without closing the window but crawl works fine so w/e
there was a gap that looked like i could step over it irl but no jump button
no idea what haul and sidle are supposed to do
freaked myself out with my own shadow after putting my flashlight on the floor to make a narrow catwalk visible while carrying a tray
it's a bit odd that i can't put a folded bag many places, but it's way better than the classic bulging empty sack
you should be able to pour things into your mouth to consume them, even if that makes container-opening a can use the can-opening mechanic
also i want to be able to carry two empty cans and two burlap sacks in another sack onehanded, but that might be less reasonable
noted these all down - will be worked on. thank you!
fwiw - C also crouches, in addition to ctrl.
how does your first character get to the initial floor without its keycard?
their first keycard is already in the reader!
shake flashlight only gives a few seconds of light per shake; can't seem to move components around inside of something at a workbench (to put the shake generator next to the cell); workbench inside elevator doesn't move with elevator; placing the workbench is hard since crafting seems limited to shelf menus; a room light seems to have changed between visits to the same floor in the same session; can't use the Shiny Blob as a pillow :p ; probably intentional but can't prise apart mattresses or put paint in pockets; my current file won't let me go back to my first home so i'm very low on seeds (keycard fails); maybe make the keycard reader openable so it's more obvious it's always got a card in it?
thank you for your feedback as always! most of these are already addressed in the next patch but some of them are new so i will make sure to address the points worth addressing.
No feedback from anyone else? :(
Well, here's what I can say after giving this a go last evening:
- Wow, this game is slow! And I don't mean that it runs slowly: that's just how the pacing is. Not a criticism, just that I wish I had the time to play such games, and this game is indeed probably not for me :D
- I didn't really understand why I need to grow plants. It seemed like an optional milestone which required a lot of setup; I never made it that far.
- I think I saw this minimalistic, overly manual inventory system plus kinetic minigames in another game, Casualties Unknown? Not sure if it took some inspiration from there or both are inspired by something else.
- I didn't really understand food. I slept a few times without eating anything and concluded that eating is optional... but after eating a can I noticed that not eating seems to affect your walk speed (and thus exploration distance I guess). However, that condition crept up so slowly that I didn't even notice my glacial walking speed was not normal until I tried eating something for the first time.
- It wasn't clear when I needed to eat and when I needed to stop eating. It seems that you can eat as many cans as you want one after the other, but I didn't understand benefits and drawbacks. There seem to be a lot of food cans lying around all over the place.
- Having to turn off your flashlight before sleeping to get a good rest was an interesting discovery. That said, I wasn't even sure what a good rest meant, since the UI doesn't seem to quantify this in any way besides the text message.
- A bug I noticed: there was an X corridor junction where, while the PC was in the square that joins the four corridors, sound effects went through a strong reverb filter. (Playing in Firefox)
- I found a cable and a flat battery and then went around trying to find something to plug it in. The light fixtures (illumination, not growing) seemed to have a protruding metal bit that I tried to tap into to no avail. Couldn't find a way to charge batteries so I guess energy is a finite resource?
In all, I guess my description so far would be "slow and confusing but not in a bad way", maybe I would need to give this some more time to understand all of the mysterious mechanics :)
Thank you for your in-depth feedback! A lot of it has been addressed in v0.2.0 and will be addressed further in v0.3.0.
How do I get out of this room?
.....how did you get *into* that room in the first place? that's supposed to be out of bounds hahaha
I don't remember 💀 Maybe I accidentally used an item as a step?
I found it by taking a vent from the elevator room, but starting a new save, that vent isn't there any more...
I was able to get inside one by stepping on a battery in v 1.2