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(3 edits)

Really enjoying this game! My one note which I'm not honestly expecting you to add (Honestly the fact you're replying to basically every comment is already crazy to me), just food for thought would be something in the way of a hint or clue for some parts when there's something specific you're intended to do (Was stuck on how to escape the pig area with the level 1 bracelet while the electricity is blocking the way out). I'm just a little supid for this lol. If not I'm sure somebody will make a walkthrough or tutorial for the less patient of us. Thanks! (Update below)
EDIT: Just figured out that just below the electricity is a level 1 door, I'd recommend adding something there because as it is now, I had been mistaking it for a sign on the wall

(1 edit)

Many mechanics are tied directly to the form. I believe it's highly rewarding when a player figures out something on their own. Striking a good balance is one thing, but without reworks for certain actions or mechanics, this becomes rather hard at times.

Technically all you need to do is grab a yellow medkit and use it once you are dronified, i.e. when your eyes are black, among other indicators. This is about 7th time I explain it, which is to say it's a common pain point, and that's because yellow medkits make a lot of sense for a pooltoy or a goo wolf, but not much for the pig drone where the horny/dronified state is defined after second to last dronification task, which people don't complete before escaping, leading us to this very situation often.

As such, as I keep stating yellow medkits will be reworked to proactively prevent the horny/dronified state, thus being usable at any point. Plus more items are planned for managing these states.

I tried writing a guide, but it was quite long, and would need constant revisions as the game evolves, especially now.

I did edit my message above to make myself more clear what I was trying to say since I realized my wording was confusing but after getting through the rest of the game I do agree it's better to let players figure it out, however what had me stuck though and the reason I was unable to progress was not any puzzle but the vertical up and down doors  look very similar to the walls and I had not realized they were doors that could be passed through with the proper bracelet.

This early in development I'm of course not expecting everything to be perfect and I want to make it clear I understand you're working on many different aspects of the game and don't want to come off as rude or demanding over text since that's not my intention but in the future I would consider if you're not already, changing the designs of the vertical doors or making them slightly transparent after you get the proper bracelet to indicate they can now be passed through as others might have the same issue I had, looking around for some way to turn the electricity off or something I had missed without realizing the door was right there. Thanks for the game, excited to see it progress!

These doors in general have been problematic since the release with many reports on the matter.

I used to have a code that would open them by proximity, with sounds and all, but I hated it so much I scraped it. I have some ideas to add red/green light above them to indicate being closed/open depending on whether players have keycards. and either way it still haunts my day 1 design choices for the tilemap, which weren't exactly motivated by anything as back then the game wasn't meant to be public, or even finished at all. And so, I keep paying for these decisions. 

But sure, I agree something has to be done about them eventually. And thanks for playing!