Just putting the leverhandle in the squisher room should be enough. That is where I was looking for a lever handle multiple times
Bors-28
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Why do I get "Failed to load "Weapon_Low_Baton.FBX": THREE.FBXLoader: FBX version not supported, FileVersion: 6100" error message?
Sometimes the FileVersion is "6000" but is not any more helpful. Maybe it is Unity 6?
Edit: One of my fbx files work actually. The one that is all pink since it is not URP material yet. But changing the material does not change anyting so idk
Feedback:
-Nothing happened after I escaped the playroom. I tried every door so is that the demos end?.
-What is the point of unlocking a door with first click and opening with second. It is easy to miss open doors.
-Second enemy in storage can get stuck and freeze between the 2 boxes if you try to escape instead of fight Of course I cant leave the room until it's dead because of reasons.
-Blue gem lock is super hard to see thanks to the retro filter
-Heals can be used anytime even when reading notes and being dead.
-Notes can only be closed with escape which is annoying
-Doll posing puzzle was fun but finding the instructions in front of my face was hard since I didn't notice the prompt on the bright background and the paper looks like an empty crt screen. Also some feedback on the right pose selection like a bulb lighting up would be nice but it's alright.
Sure, your welcome.
It's a cool little learning project I like it. I got further this time too.
Some design bug:
-If dash ends in a pipe that's an instakill. There could be a grace period where you wont take damage or get a free bomb but if it is by design I understand.
-On levelups you have to "tap to flap" to go back to flapping but sometimes that is certain death. A button that closes the screen without flapping would help.
-I noticed some bluish text pops up on the bird when I reach new areas but I never managed to read it.
I can't believe how fun a glorified screensaver can be. I put quite a few hours into this!
Some feedback:
-Sometimes there is a lagspike but it runs great otherwise.
-I don't like how 7 miners in mandatory to progress with building stuff. At least let me get rid of them so I can have a build without them
-Ballista is pretty much mandatory and the only thing you need as it is the only thing good with dealing bases and has very high damage. Maybe it should be more anti-base focused or give homing upgrades to others.
-Lasers could have an upgrade that makes them anti projectile focused at the cost of damage. In the postgame it is the only semi viable AA
Love to see classic XCOM style combat finally! It is very underrated.
Notes:
-enemies shoot at me then move closer to me instead of shooting again or moving away sometimes
-grid feels too big
-after shooting when I click again the charater moves instead of shooting again. This move can't be cancelled either. Very frustrating.
-The 1shot/3shot setup is very classic and it's alright but maybe you could experiment with Assault rifles shooting 5 and machineguns shooting 10 etc, etc. Just a suggestion.
I liked it. Drifting feels weird a bit but I haven't played this genre for a while now so maybe I'm wrong.
Problems I encountered:
-Walls stop you immediately which is weird.
-Cant go off track even where I should be able to because some knee high grass immediately stops me, there isn't many places like this it's very annoying.










Hi. The opened old toolbox's right half has flipped normals and look weird in unity. Is the issue on my end?