Well done. Quest on!
intellikat
Creator of
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Thanks for the high praise and thank you for venturing into Pine Island! You’re getting well into the adventure now.
Since that water is so, so cold you will need the appropriate gear to enter and retrieve the case. Have you hunted around on the next level down in the facility using your L2 keycard? Beyond the beam defenses?
For anyone who has progressed far into the game (or won it), feel free to support future adventurers by adding to the walkthrough guide found here: https://playdate-wiki.com/wiki/Pine
Hey there! Congratulations on progressing so far.
The terminal allows you to cycle through three images which have been referenced in the game thus far. Each are three- or four-letter words or acronyms. The trick is to know enough of the alien alphabet to spell these words or phrases. Do you remember where this alien language has been seen previously in the game?
That is correct... the Spirit may know you've been there before...
I actually wanted to clarify that a bit more AND add a purely good ending but ran out of time, as I turn into a ware-wolf every Halloween at 12am.
May update for fun (along with another little secret) in the days ahead.
Thanks for the positive comments-- very often, the early stages of a game have me messing around with a new mechanic or a form of art, and the story develops out of this. That's a bit how this one started, with the movement animation, which is being incorporated into QFTX2 as well.
Hi! Thanks for the report.
This is definitely a known issue we found on one of the passes before the remastered release this month. Are you playing the most recent version of the game (the remastered version in one .pdx file instead of three)? I took a look just now at the issue in the most recent build and it looked to have been updated.
Let me know and I'm happy to support you getting back to adventuring.
Yes, all three acts are combined into one .pdx game file. Pine.pdx is the file you will want to sideload. You will need to remove the older, separated versions from your device through your Playdate account if you want the remastered version to be the one you now solely play. It will not replace the others automatically.
Thanks for your question and your playing!
Which fence area? Have you looked at the walkthrough? https://playdate-wiki.com/wiki/Pin
I know you all have seen this via the Playdate forum, but here is the release page for the now two versions of the Switcher: https://help.play.date/developer/pulp-switchers/
The issue which led to the creation of the Switcher showed up when Pine was about one‑third complete: I started getting serious lag and browser freezes while editing with Pulp. I tried everything I could think of, plus every suggestion from other Pulp developers and the Panic team. Nothing fixed it.
So I decided to ship the game on Itch as separate acts (i.e. multiple game files). That eliminated the development bottlenecks.
However, when Pine was accepted into Catalog, I ran into a new constraint since Panic required a single game file instead of three. To resolve this, Shaun Inman created a parent .pdx file in which multiple Pulp game .pdx files could be nested. Using a variable within the nested .pdx files, the parent file could be triggered, and the nested files switched.
Panic sent me the .pdx that handled the switching, and it was labelled... Switcher.
The price of Pine will increase in October with the release of a remastered version in the Playdate Catalog: https://intellikat.itch.io/pine/devlog/1037554/upcoming-playdate-catalog-release
Yes-- that guard was actually never supposed to allow intruders past. We had to have a strict talking to him before this latest patch and now he's promised us that no one will be getting through as easily as in the past. You're going to have to find the intended way to gain access to that upper area from now on... as it was originally designed. But don't worry about that just yet. That's for later. I'll update the devlog to indicate that change as well in the event others were sneaking past that lazy guard.
There is an object you have which might resemble a UAP... no? Maybe you could use that...
And don't get too violent with that crowbar! :D I'll check out the instance of crowbar-crashing you mentioned.
A conversation might not seem to contain much information at first, but that's not necessarily true. On the other hand, as the director points out in one radio call... sometimes these guards do like to yammer! The guards conversation was regarding UAPs, and the need to hunt them down in the woods if another one were to go down. Maybe there's a way to distract the guards and gain access to the fenced-in area using this clue and an object.
I'll upload a patch in the next hour. There is a little gift to you on the tent screen in the form of a new interact-able object. It will allow you to basically reset your inventory to zero (except if the key has already been used and is stuck in the truck lock. You won't be able to get the key back as it's no longer necessary.) This should allow you to proceed from your save point and collect any items afresh (such as the crowbar from inside the truck). Let me know how it works.










