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Revised proposal on fixing the in-game information system( a.k.a the balloon).

Right now the speech bubble( the Balloon in the Extras menu) works exactly as the Wooden sign, which makes it completely redundant. In the same time there is no method to serve one time gameplay or environmental info without crowding the map. 

What I propose is changing the balloon to behave more like the chest- activated only once, is walkable after activation. It also needs to visually disappear after activation(so it doesn't crowd and create confusion). Might be enough to set transparency at 100%. That's more or less my old proposal. The new part is to add the option to make it appear by variable(similar to how the chest may be unlocked by one), only your starting state is disabled(walkable and transparent).

These changes would allow for hints or environmental information without taking up walking space, which is already at a premium.
So for example you can create enemy taunts(like Firefrog requested) or disperse all types of ingame information about points of interest(like I did for the rat lawyer in my first game). The "activated by variable" part would allow for puzzle hints(for example what changed after you activated a lever) and custom "you defeated all enemies..." messages(yeah I know we just removed those, but they were s good idea in general, just not the way they were implemented).

This is now implemented and live!
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It works not only for the speech bubble, but for all NPCs, allowing for stories where an NPC can seem to “leave the room”.