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Johnathon

8
Posts
3
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A member registered Aug 03, 2020

Recent community posts

Okay, I've figured out the problem. I believe I've discovered a bug.

(hopefully this hasn't already been discovered by someone else)

I went through the walkthrough right up to the point where I was stuck (to ensure I hadn't missed anything coming before). Turns out I never used the tape on the elevator sensor. I just walked to the right and the game allowed me to exit the scene. This caused the game to be unbeatable as the sequence w\ the creature popping out of the toilet would never trigger.

I re-loaded the game the the elevator flooding scene and placed the tape over the elevator sensor this time, and what a difference (the bathroom actually looks flooded with water now too--which it hadn't before).

I'm having the darndest time just trying to get the event triggered (for the alien to pop out of the toilet). I've tried multiple resolutions, going in and out of the room, saving and re-loading from multiple locations and re-entering the room.

From what I've seen here, seems most people have difficulty with grabbing Rooter's head after this even has been triggered. Am I the first/only one to have trouble getting the event triggered (again, alien head popping from toilet) at all...? I've tried walking Ace all around the "middle of the scene" until I fall asleep.

Very frustrating; getting stuck almost around each corner now on things that are seemingly due to bugs (or a lack of solid design)--and I say this as a compliment moreso than not b\c thus far it's been potentially very fun and I'd very much not like to get snagged via issues that don't have to do w\ genuine reasonable puzzle difficulty.

That's actually the idea I had; was trying to do so via the hand icon though. In my humble opinion, the Walk icon being necessary is misleading. Goes against the precedent set by every previous SQ game.

Thanks for the tip!

Alright, I gave up on this 5 months ago; now have come back to it, still no luck. I came across some post here that mentioned using the non-standard dinglebolt combined w\ Rooter's head in order to open the panel at the top of the elevator. (I cannot seem to re-locate that post, but I know I've read it). Nonetheless, cannot for the life of me get out nomatter where nor how many times I click.

(I'm also abiding by the recommendations for selected game resolution)

Somebody throw me a bone?

[EOM]

Any chance of getting access to the newest version of the game here? I see the July 25th update; but the latest version of the BETA is still from 2020?

Unfortunately, the glitches/pains prevalent in that version have deterred me, all this time, from playing any of it beyond the first few screens. I would be excited to get my hands on the latest version (given the long list of cited fixes that have been made).

Thanks!

(1 edit)

I was going to suggest, on this note: a little more consistency for how the multiple menus (belonging to the same interface) behave. I like how I can simply click anywhere outside of the inventory window to close it and continue with the game; but was stuck initially when trying to figure out how to close the settings (EDIT: not settings menu--the main menu with the many icons like the apps, and load/save, etc) menu (because the translucent white "arrow-ish" button on the bottom corner was blending in with some of the bright background art). This is not just a case in point given that I initially couldn't see it. The more I think about it, it seems unnecessary to have to navigate the mouse down to that button to close the window when you could just as well click anywhere outside of the menu to close it and continue with the game--just treat it like the inventory window

Hey 'Guys!

I did a quick peruse of this forum to see if this had been mentioned. Doesn't constitute a technical bug; but nonetheless, seems backwards design-wise given what is typically expected of point-n-clicks.

When there is dialogue/audio playing as a result of having clicked something, I expect that clicking the mouse again should interrupt/skip it. Instead, it begins the same piece of audio/dialogue over again (assuming of course my mouse is still hovered over the same area)--and what this ultimately leads to is me swinging the mouse over different areas of the screen real quickly and clicking further just to find a 'dead zone' where no further audio will play and I won't have to re-listen to anything I no longer need to hear.

Is it just me...?  Don't most--if not all--point-n-clicks (or at least sierra ones) allow the user to skip dialogue via a left-click of the mouse before the dialogue has finished playing? Even if a click was arguably ever an accident, the player could easily enough trigger it again by clicking a second time.