Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Sorry it made you run around like that.
The spaces are indeed a bug. All of the clues are phrases that can be applied to at least three (ore more) different objects. I rushed the implementation of the 'Bonus Clue' which is a distinguishing phrase unique to the occupied object. It's some hacky last minute code I wrote that lead to those spaces somehow. ( I still don't know how actually :p )

If it's any consolation to the confusion I caused you, All of the eggs are pre-placed and just made visible / invisible when the game starts. If you weren't seeing any more, there were no more to be found. That's my bad, I really should have paid more attention to the experience a fresh pair of eyes would have had and actually indicate things with more cues, like upon finding all eggs for example.

As for the correct item randomization, It's possible to get any of 16 furnishings selected, however I've also experienced a bias, with some objects being selected much more commonly (though, this could simply be how RNG works). I'll have to look into that some more. Most of my runs happened to be  Dinner Table  /  Bed  /  Bookshelves.


(+1)

It’s all good! For me it was wardrobe, armchair and coach that happened almost every second run :) Note that if you don’t have to restart the game after every run (or even if restarting, but saving it in PlayerPrefs) you can simply have a “shuffled List” (I believe in C# it would be System.Random.Shuffle(List)) - this way you guarantee random, but non-repeating sequence.

(+1)

Thanks for the advice🙀!!
I've actually never touched player prefs, saving game data just scares me for some reason. I'll have to do it at some point though, better sooner than later.

PlayerPrefs is absolutely easy. Just call PlayerPrefs.SetString(“key”, YourSaveData); PlayerPrefs.Save(); and then load by PlayerPrefs.GetString(“key”);. However, note that PlayerPrefs on Windows goes into Windows registry, so not a very good idea overall :) - it’s much better (but slightly harder) to make a custom save system with file saved in Application.persistentDataPath and file written/read by System.IO.File.WriteAllText/System.IO.File.ReadAllText. There’s of course some hassle to “serialize” the save state (and game settings) into a string - but this is a different topic :)