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Thank you so much for this!! Seriously, I really appreciate you taking the time to actually play through the game multiple times and write all of this down. This is probably one of the most detailed pieces of feedback I've gotten for the remake lol

A lot of these are things I already knew were a bit rough, but there were also some things I hadn't noticed at all, so this is really helpful.

Just to clear up a couple things:

  • You can press 0 to unequip your current item, so you don't have to scroll all the way through your inventory.
  • If you press / on your keyboard, it'll open the dev menu. You can use GiveItem Key if you get softlocked somewhere because of a missing key, or GoToRoom 20 / GoToRoom 39 to get around certain softlocks where giving yourself a key wouldn't help. (The Dev Menu is caps sensitive with EVERY word needing caps so be careful.)
  • The smiley you saw in the lobby is actually intentional. It's a little reference to Sally's old window version from DOORS.

I am going to fix a few things from this in 1.4, including the pause menu not actually pausing everything and the item shadow issue.

I should mention though that I'm probably not going to take the remake all the way to the level of polish you're suggesting for every single thing here. I'm mainly finishing up the Hotel and then I'm moving on from the remake, so some of the room variety/model/animation stuff probably won't get a full overhaul. I still really appreciate you pointing them out though, especially since it gives me a much better idea of what I should pay attention to in my future projects.

I've actually been using this remake to teach myself Unreal Engine before I start working on my first original commercial game, so a lot of the jank in this project is basically me learning UE5 in public lmao.

And honestly, if you're interested, I'd absolutely love to have you as a tester for my original game once I get to that point. Someone who is willing to actually play through the game and write down this much specific feedback is exactly the kind of tester I'd want.

I'm also really glad you had fun with the game! And just as a heads up, the next update, 1.4, is going to be Door 100, so that's what I'm working on next.

Thanks again for testing it and writing all of this. The effort you put into this is genuinely appreciated :)

P.S If you'd be interested in testing my original game when I get to that point, feel free to email me at tbge.studios@gmail.com!

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Hii! You're welcome!!

This is still really cool for a tutorial project, and I am interested in whatever the mystery game could be. Might not send an email for a while, though.

Completely fair on the polish side of things and not wanting to do all that, I brought it up because I was unaware of the exact handling of this project, and art direction can be a very important part of games.

I will say having the unequip keybind being 0 is still kinda awkward, since it's on the other side of the keyboard from where your hand is, but it's whatever. [btw you should consider adding a keybinds option to the settings]

I did know what the window was referencing. I just thought it was kinda funny to point out, especially since its model is huge here.


As a final side note: Expect a few changes to the doc later, since I actually do want to check out The Greenhouse and The Rooms [Obviously not playing through the whole thing lol]. And I'm very interested in seeing how The Electrical Room will be done.

Changes have been made and placed in its own section near the bottom.

Hi again! Yeah, those new issues you added are completely valid lol.

The reason you didn't get the Detour achievement is because I was kind of dumb and was too lazy to properly code a system for getting multiple achievements at once. For example, Roomy and Detour can unlock at basically the same time, and the achievement system doesn't handle that properly yet. So when it gave you Roomy, you probably clicked continue before the timer for the other achievement finished. I'll definitely fix that.

I'll keep the other issues you've added in mind too. The locker sprite, A-60/A-90/A-120 behavior, being able to use items inside lockers, stairs, the Basement, Greenhouse reaction time, etc. are all things I'll look into.

For the Figure code, I'll check that too. If you're talking about the code input in the Library, I'll make sure that's actually working properly.

Also, the Rooms entrance is supposed to require entering it from a specific direction, but I'll make that more obvious because if you can just completely miss how to enter it, that's probably not great lol.

I'm currently working on Room 100. That's planned to come out in about a week or two, give or take.

I'm glad you're still having fun with it and checking out more of the game. And seriously, thanks again for continuing to update the document. If you find more bugs while playing Greenhouse, Rooms, or Room 100 once it's out, feel free to keep sending them my way!

Also, since you mentioned being interested in the mystery game, I can give you a tiny sneak peek lol. It's currently called Incident: 43, and it's going to be my first original commercial game. It's a sci-fi horror roguelite heavily inspired by DOORS, which is honestly my favorite game, but I'm trying to take the things I love about DOORS and build them into something much more original. I'm hoping to start working on it more seriously after I finish this remake.

"Roguelite" is verrrrrrry interesting i'm curious to see how that turns out compared to other games. No spoilers, tho!

well technically doors is also considered a rougelite so  it's not switching genres, but yea I will keep you posted with no spoilers! 

ohhhhhhhh I thought it was more of a roguelike, considering there really isn't any meta progression outside of something like rifts, but that also isn't permanent.

That is true but the whole point of doors is to go through runs and if you die it's permanite and you lose basicly everything between runs but ig it's more like a rougelike.

Okay I fixed the roomy bug so when you redownload the game when 1.4 comes out you should be able to go into the rooms from the lobby.