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A member registered Aug 06, 2014 · View creator page →

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(Edited 1 time)

Anyway, most of it is just a difference in preference.

So in the next build you'll be able to drop down the transparent platform with 2 alternative inputs: duck + jump, and duck + grab. Additionally it happens if you hold SHIFT for 2 seconds.

The map you got stuck at, now has the exit in a more visible place.

Thank you for your data and input.

Here's what I did in light of your data: "(Esc Key)" shows up next to "Pause" when being stuck is triggered. That text prompt stays on the screen indefinitely until it is used, or the player leaves the room. Fixed the go through the drawer at 60fps glitch.

I also have some intention to make a few changes to the area that you finished such that throwing a gale stone at the water will have it skip off instead of sinking into the water.

Possibly also making it to where Mayfly has a separate animation for just touching a wall, and actually grabbing it, instead of them being the same.

To respond to your post in order:


I am not really bothered by any remarks you make in comments or in video. But to be blunt, I am a bit nonplussed at times when you seem to lack the will to experiment.


I feel like WASD, SHIFT, SPACE, Esc and Mouse is a fairly standard default way to carry one's hands on the keyboard when playing a 3D game.

"It doesn't seem right to assume that more than 1% of players could figure out that a button they were never told to use and that doesn't respond if you press it normally has to be pressed twice to do the thing they want to do. :D"

I see it another way. The player was "told" to have pressed the button before. It's the only button associated with descending, and the player was required to use it to duck > crawl under the drawer to get far enough into the game. The only assumption I am making is that the player will try to use the descend button that they thought themselves in different ways and eventually figure it out on their own.

"I wouldn't make it player's responsibility to read the list of controls, which non-intuitively requires to be reassigned to become visible."

It's not--- The config exists in the event that the player does not like the default configuration, and is not considered a part of the part of the game where the player learns the controls. What is the player's responsibility is to experiment with the inputs to see how they can manipulate Mayfly. The control config itself works differently depending on if you are configuring the keyboard or the gamepad, and for a good reason. With the pad, the player is allowed to look through each possible input on the pad, and assign a command to it, this allows the player to have NULL inputs, or duplicate inputs. Keyboard input is the other way around, where the player is shown the command and allowed to assign an input to it. It can be any key, or any mouse input (including the wheel). This makes it to where the player is allowed to easily create a new map by simply inputting a chain of inputs to the respective command. But the real thing about why none of this matters is again that you choose to use the control config as a way to preemptively peek into the mechanics of the game. The game is designed such that a player with sufficient curiosity and willingness to experiment will gradually have the mechanics explained to them strictly through the level design so that by the time they reach the end of the first area, they have a good understanding of the way Mayfly operates. It is my opinion that just dumping the controls on the player with a screen is an info dump that puts too much on the table too fast for the player to think about.

"I'm not asking for a chess master, with hints. I'm asking for somebody to explain me how I can move my hands and grab chess pieces and then release them (because for some reason I don't know how to - I'm not even asking for the game rules) :D"

You're really missing the point of the analogy- I'm not talking about the literal physical chess, so much as the conceptual or mathematical game of chess, it's rules. I.E. if you were doing--- say a touch screen based chess game, and didn't know the rules of the game. Sure you'd lose a number of rounds, but eventually you would start to recognize the patterns on your own, and you would at some point know exactly the limitations of each piece. All I expect of the players is the will to expirament and the perception enough to start to notice or at least play with ideas behind those patterns.

"I can't tell you why I missed the exit because I missed it :D (I don't know where it is) and I assumed that I need a second jump pad because there's another layer of grass that is not very high, so I guess that's where I go."

The exit isn't hidden.

First off, --- thanks for finding that glitch in the house where you go to through the drawer, it was something I had heard of but was unable to recreate because I always tested the game at 30 fps, and that doesn't happen at 30 fps. I have a few ideas about how to fix it. The reason why the help goes away after a while is because I assumed that if it's up for as long as it takes to vanish, the player doesn't want to see it. I can however make it so that it doesn't go, if it proves that that is largely not the case.

Now then:
It is fairly standard practice for "Esc" to intuitively be considered the default command for pausing the game. So I do not feel obligated to to need to have that spoon-fed to the player in text form.

Tool tips *ARE* cheating by the way, because it is a non-diegetic use of learning. The game has to break the forth wall to present the player with words which mean nothing to the character. I decided it appropriate to call it "cheating" because it is the responsibility of the players to teach themselves how to play the game. Providing them the solutions robs you the chance to do that, so it's cheating.

A perfect example of this is when you ran into the trapsap, it slowed you down, and you verbally expressed how uncomfortable that made you feel, then the game puts you in a situation where you must get stuck into it, and you yourself teach yourself that the washstones clean it up. That way, when you get to the 3D room, you can see that the trap sap is in the air, and you already understand through your own self teaching that you need to get a washstone up there, I didn't need to have a prompt that explained that in text form, because you taught yourself that much.

What you are doing, by asking me (asking the in-game help by extension) is essentially as if you were in the middle of a chess match, and decided to make a call to a professional chess player for advice on your next move, which can only be described as "cheating."

I loath the way that modern games spoon-feed the instructions to the player and came from a different time when games treated the players as smart and curious people who were interested in figuring out things for themselves. DSQN and Egoraptor have made a videos which largely expresses my feelings on this kind of game design philosophy:

Anyway, you actually are not even half-way through all the content in the current build. I would appreciate it if you would be willing to describe why you missed the path to the next area, and why you assumed you needed a second galestone.

Are you inputting the command that pauses the game? I just tested it, and it works fine.

For people who get stuck, like yourself. Please toggle on the "Help" in the pause or main menu.