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A member registered Apr 16, 2021 · View creator page →

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(1 edit)

This was neat! The art was nice, but the limited ammo never really came into play. The enemies were easy to kite around, I had I had all the time in the world melee each one. I only used the gun when I got impatient.

If enemies were tougher, and your melee was weaker, I might've enjoyed planning how I was going ration my bullets.

You got some rubber duckies from the briefcase. 1 bad one and 4 normal ones. Do what you will with that info.

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Oh, I didn't even know some of the notation was for that, I thought they were just treated like normal player pushes.

On the one hand, I feel like I'm being too whiny about this, figuring out the notation could just be a part of the puzzle. Puzzles like this may just not be my preference, and I could just prefer puzzles with more clearly defined rules. Baba Is You is tough, but the rules for everything are clear. Chances are though that the notation is fine, and I just wasn't smart enough to read it.

On the other hand, I feel frustrated that the rules were so obtuse that I wasn't making decisions with each block, I was just brute forcing stuff to see what worked.

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This is a really cool take on box pushing puzzles, I've never seen one where there's such a variety in how you can push them!

I do feel like it's far too difficult to read a puzzle at a glance. I don't know how much more of the game there is, but I think I've gotten pretty far. I've gotten stuck on one that has a few boxes set up in a chain reaction around the start. I feel like I'm thinking less about how to solve the puzzle as I am just trying to read it. It's hard to tell which box went where since they slide too fast, and you can't watch them all at once, so I can't tell which box did what.

Maybe I'm just dumb, but the way the arrows change on push was more confusing than helpful. It might be a hard to cram onto each box, but I think it may be more intuitive to give each box 4 arrows, one on each side, like this:

When you push from the left, the box will move in the direction based on the arrow on its left, and so on.

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You actually got five ducks. It is easy to miss it though if your inventory is filled up already.

Try navigating the looping halls.

The lockers are not the key.

Here's a hint, try check what you got from the suitcase.

Alright I got it, here's a hint, the rubber ducks are important.

(5 edits)

Alright I brute forced the puzzle, and now I can see where the solution came from.

Turns out the zoomed in view of the clock you get is just for looks, it's not a hint.

The solution is sort of neat, but what frustrates me is that is that the items needed for it came off as a joke items that didn't do anything, like the calendar, unless that's also needed later.

I remember the mouse at the start saying something important about their suitcase, but I also thought it was just an odd joke. I suppose that's on me for not paying enough attention, but it would have been nice for that NPC to stay in the room, so that I could hear what he had to say again considering how important his hint is.

If I had dropped the game for a day or two and had forgotten what he had said, and only had a save where I had already entered the room, I'd have to replay the whole game to get that hint again.

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If all else fails, I could write an AutoHotkey script to lockpick it.

(10 edits)

I haven't found it, but I can tell you what I've tried, short of just lock picking 10,000 possible combinations.

I've tried stuff like 3:40-3:50, which would roughly match the clock, even if the hand positions don't make sense.

I've tried numbers alluding to other things:
1920 - the roaring 20s.
1929 - the stock market crash.
1984 - like the novel, kind of a stretch, since this world is more business than surveillance.
1849 - the year the bowler hat was invented, due to the painting on the wall.

I've tried 9:00 and 5:00, because 9-5 working hours, right?

I've tried using rat's punch code and year of birth.

I've tried using the issue date of rat's id card.

I've tried using the real time on my desktop.

Looking at the number of protruding branches on the trees in the room, from left to right, it was a little hard to tell, but it sort of looked like 2-4-3, so I tried 2:43.

I've tried 11:59 and 23:59, which would be close to midnight, depending on if we're using military time or standard time.

I've tried the amount of money I have on me.

I haven't gleamed anything useful from what I could inspect in the room. I've tried inspecting things after changing the time, but I haven't noticed any changes.

I've tried 4:00, since 4 is written on the calendar item.

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Also, if it's not too much to ask, as I don't know how to use RPG Maker, could you set limits on the digits so that we can't input times that make no sense, like 99:99?

It would also remove ambiguity on whether or not the hours use military time (1-24 hours) or standard time (1-12 hours, AM or PM). If we can't set the hours higher than 12 then we can be sure it's standard time.

Thank you for being receptive to feedback so far and improving the game, I hope I'm not being too nitpicky.

(1 edit)

Save transfer worked, thank you for making the change.

I've made it to the next room, but I'm having trouble again.

Part of me is worried that I'm complaining too much and I'm too dumb to understand the puzzles, but this doesn't make sense to me. I'm assuming the clock in the center is supposed to be a hint, but I swear the clock hands could not possibly be in this position.

The hour hand is only slightly past three, so the minute hand should be much further back, unless that's an intentional part of the puzzle, like it's a broken clock?


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Here's what I've got so far, any ideas?

There's also the question of which arrow to start with. The center one seems the most intuitive, but is it right?

I know the arrows have something to do with it, but I don't know if each one is a single instruction, or if they're combined.

For example, if there is an up arrow, then an up-right arrow, do I go up and right, which would satisfy both instructions, or are they separate, and I would need to go up-up-right, or up-right-up?

I think the loop in the middle means go up-right-down-left, but does doing that count towards the other arrows in the halls?

I'm stuck in the looping mouse halls right now. I feel lost trying to decipher what the solution is, but I've been having fun so far.

I can feel my brain expanding playing this game.