Very very belated thanks on this one! That's a good bug to find. I figured something like this might slip through. It's a few lines of code fix. Thanks for checking my game out too. Hope you're enjoying the other TALP entries.
Andrew Schultz
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Thanks for the report! The culprit was a build error. I'm sorry about this -- I recognized this sort of thing happens if I put too much off, but I may've tried to add too much. https://andrewschultz.itch.io/big-deal-oh/devlog/1507726/version-110-i-uploaded-... has the details. TLDR is I moved puzzle mechanics code from the west side room to the east side room but forgot to move the description code until a tester showed me and I fixed stuff.
You're not the first person to report this, and a voice in the back of my head told me not to add too much on the final day, even if it was relatively low-risk, especially since I always seem to find a way to bungle uploading stuff to Itch.
The TLDR is that you can see the end in the new version by typing TESTJUMP PERCH to get to where you have 26/29 points and are just south of the gate, and the rest should work, with the scenery you ROT13'd now in the correct place to the east. If you use the old version and go west and type your command, you'll get a point but (small voice) I delayed typing the conclusion in until the final day, so it just says "Narrative text." So I think it's better just to see the end with the TESTJUMP command.
I'd have gotten away with doing stuff so close to deadline if I'd just remembered to run a certain script. Because I didn't, I pulled an old version of the HTML file I compiled at 8 AM, not the very latest. I compiled just before 7 PM, which had a lot more low-risk things I implemented on the final day including implementing a lot of objects. (I could/should have uploaded a new build immediately once I fixed the bug! And I didn't give myself time to check the published-on-itch version. There are so many ways I could've worked around all this!)
The hints were also targeted with the final day's changes and so did not make it up. They still may be a bit wobbly. It's a long story but TLDR is, I had the HINT _ code rely on the number from X ME, and the I checked this *before* the loop for giving hints. So the game did very badly about offering hints when the next act wasn't a point solving action.
I have a testing command that shows the results of typing HINT each move, and I'll need to use it during a walkthrough to catch straggling cases.
Thanks again for finding good bugs. The HINT was a feature I thought I could build on, given that I cut/pasted a lot of code from other games. And I realized there would be some confounders. But there were more than I thought.
I'm going through entries in the Short Games Showcase, and I played through this, and I'm glad I did! I've played a lot of Groundhog Day style entries where you control one person, but I don't remember many with two.
I like that there aren't *too* many choices to feel overwhelmed, and I like how you can "pass" to figure what the defaults are.
I'm amused at why I missed out the first few times, but I can't get spoiler tags to work so I don't want to spell it out.
I had fun, but I just don't have any ideas to make a tutorial fresh. Otherwise, I would. Learning Adventuron was rewarding, but I've found myself looking at other projects recently. I don't want to spend time feeling bad about not entering.
Plus I remember how writing my entry got in the way of testing for you. Not that your entry needed it, but ... I was disappointed I didn't make the time to.
I figured I should decide where my efforts will go, and they'll be to reviewing and testing.
(Also, I have a longer form Adventuron game planned for ParserComp, which I didn't enter last year. So I want to return to that and maybe later to TALJ.)
What the title says. I've always enjoyed playing through the entries & last year I wrote my first Adventuron game, which I always wanted to. It's a neat jam/comp to be a part of. And maybe I can help those folks who didn't make it in time last year or who need last minute testing this year.
blurglecruncheon@gmail.com. (Mods, if you'd rather we not display email addresses, I can change this.)
Ugh, thanks so much! And sorry for the inconvenience. This is something I thought I checked, but I was in a rush to get a post comp release out & didn't even check what was up. Should be fixed now. I checked the other 2 EctoComp games too.
(Also, this pointed out a weakness in my copy-over scripts. They copied a file to index.html and download.html. If I'd named the file, say, download-csda instead of download, it would've been immediately obvious. So this will make release 3 that much easier to release with less worry this will happen again!)
Thanks! I think one thing that really helped was, I copied a *lot* of code from this one to the bigger ones. So that was a help. As was being able to auto-generate it and use speech to text.
Good job with your entry, too. I had planned to go back and look at the good IFComp entries I missed, and working through it definitely motivated it to get back around to your IFComp entries.
Thanks! I was looking for a way to keep things simple so people wouldn't be bogged down as they are with my Inform games. I was going for a "fun" angle here.
And yes, I was especially pleased with the zoo. It was actually quite fun to google image search and draw MSPaint pictures based on them. (small voice: yes, also, I was too lazy to draw a Giraffe head. It was tricky at that resolution.)
Hope you find time to get through all the games. I hope to get through at least half.
Thanks! I was able to copy over a lot of repetitive code & also generate a lot too with a script from an earlier Adventuron game & speech-to-text saved a lot of time too. (It also helped that I had the idea in July, so I never felt rushed & I could plan out how to produce code.)
Adventuron's coding is also simple by design ... I'd be interested in what you could do with it if you had a fun small project. Adding graphics is especially easy.
I've definitely used EctoComp as an excuse to write more than one thing & I don't think I'm the only person! I've found the entries I started first generally tended to be significantly higher quality than my second ones, especially if I got the first ones done very early. So this is a poke to try and do something every day to have more than one entry.
Haha. Ouch. I intended it to be bad, but I didn't expect anyone outside the immediate community to look into it.
I don't know if you're on intfiction.org or aware of ParserComp? But if you're not aware of ParserComp, they can use all the votes they can get. I didn't enter this year, but I'm voting in it. I've already played a few legitimately good games, and maybe you'll find one you enjoy, too. I hope so -- you've earned it after YTDND!
It might be better that way. I meant this game to be really, really bad for the bad game jam. Then I felt guilty publishing it. TEST ALL with the ulx file is probably a better option, to see how and why it is bad without wasting too much time.
I guess one of the points of it being so hard was, you needed mind-reading to do it, so it's in the walkthrough.
The idea is that you need to examine the bed, the fridge and the couch 6 times, but you need to do them in A-B-C, A-C-B, B-C-A, B-A-C and C-A-B and C-B-A order.
Now it's out of my system I'd like to go back to writing stuff that might actually be good.
This was really fun as a meta-exercise. I had a feeling it was going to be about something I didn't know, and I was right, so after having fun barreling around fruitlessly a bit, I found the reasoning in the solution was fun to read.
The exits are also much more interesting than the standard S/E/N/W/NW of a parser game!
There's a phrase that rhymes with SPOON SPIED and GOON GUIDE.
Perhaps "clear mind" isn't the right phrase here. "right mindset" is more like it. I can spoil if you want.
Thanks for looking back to play BBGG, and for the reminder that I want to push out another release--there are still things floating around to fix in it!
I may do another run through later. I found stuff here and there that did not affect my enjoyment. I didn't take detailed notes, but there was one line with "her" where it should have been "here." So maybe search your source for the full word her. (Or her. or space/her/space.) But that was it -- likely not worth an update.
If you open up the source after the comp, I'd be glad to help and poke some more.
Yeah, I think I may've had a bit of a brain fade since I'd already used the slot to get the machine started and then open up Syria. I wound up playing during several different sessions and I thought "Okay, the game is being nice and having you use everything once." Or maybe I was thinking more on the lines of "put USB port A in slot B." I guess I never considered the slot could be like a mail slot.
So after I took a break, came back and got the Damascus Steel, I went through the process of elimination of what still needed use, and I crossed the slot off. Leaving me with ... nothing! Oops.



























