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Deleted 2 years ago

After you place the blood bags in the fridge, close the fridge. Quest will update and you'll hear doorbell ring and story will continue from there. 

Deleted 2 years ago

Just to be completely sure, because I have no idea why there would be any issues with this interaction:
-you place the two blood bags (both of them) in the fridge.
-you leave both blood bags in the fridge.
-you press the Close button highlighted on the screenshot I posted

The code you were looking at (table and computer) are coming up later in the story, they shouldn't be active yet.

Deleted 2 years ago

found the issue
basicly i save edited some stuff and it gives a variable blood bags that is at 2 i tought it was for the amount of blood bags i own but it seems it was for the amount of blood bags that need to be in the fridge
btw could you maybe put the script into a separate file as its is now even just changing some values that the decision give you leads to a crash 
also maybe an introduction to what certain stats do
for example affinity and trust they arent show anywhere only in the code and seem to sometimes lock certain stuff but overall hard to say what does what

I'm not sure I understood your request. If you mean not to package all the scripts into an .rpa, that was done specifically to somewhat discourage people from picking at the script. Believe it or not, more than 80% of "bugs" encountered are because people change stuff and then something breaks sometime down the line.
Don't get me wrong, I don't mind modding at all, but if you wanna do it, you're on your own :D

Obfuscating affinity and trust values is by design. There are a couple of fan-made walkthroughs out there that show the effects and there's also the official one that does the same, but that one is paywalled behind 3rd and 4th patreon/subscribestar tiers.

i did saw the official walktrough since i am since around 12 hours your patreon the issue is still that i dont know what happens when i have high affinity and low trust or high trust and low affinity
 also in the walktrough should be maybe a sort of which stats like science etc are important for which character 
or the way how control works at first i was like low control = bad since it appeared that way but later down the line having low control was at least in 1 decision good 
and last if you want to make it hard for others to play around with the script maybe make for patreons a sort of cheat decision which gives a good chunk of skills and maybe affinity/trust 

(1 edit)

Thank you very much for your patronage! :)
And yeah, making a new walkthrough has been on my radar for quite a long time actually (you could actually read a few mentions in my older patreon posts about it as well), but so far I've yet to figure out a good way to implement both walkthrough and cheats in the game. As for what happens in different combinations of trust/affinity, depends on the situation and character. Some characters care a lot about trust, some about affinity, some about neither and some about both. It also depends on the situation.
There are no rules about which stats are important either. Balancing has so far been a low priority, and will probably stay that way for a while still, but some skills have limited usage, while others will have more broader one, depending on the situation.

Yeah, I'll add a cheat that adds tons of stats to the character and affinity/trust points to all characters. I thought about how to implement it before, but now that I've read your reply I had an idea of how to do it simply and properly.