I added some more hints to https://itch.io/post/763655
Recent community posts
1. _________ is, not coincidentally, the title of the game. But what letters do those underscores represent?
2. The clue here is a reversed musical note, and do you notice anything about the ingame music?
3. There is only one place you'll find a 5x4 grid in the game and it shows a picture depicting what phenomenon?
Thanks for playing the game. :)
I enjoyed your curatorial list of, I guess, interesting videogame moments and player expectations? (an exhibition should almost always have a unifying theme :)
Nice find on that bug too. Another thing for the todo pile.
Try playing it with a friend, or a group; you might find that a good brain's trust can unlock them without too much work. (Though, playing games with other people is difficult at the moment so stay safe above all!)
There are 2 ways to do it;
1. The way I did it in both of my earlier Bitsy games was to create multiple rooms, position the objects in different places in each room, and then link the rooms together with exists so that the objects look like they are moving but you're really just changing rooms. In fact the side-view scene with the bus in this game is achieved with that method.
The limits/constraints for what the game itself can see are created by the game developers themselves, so if we're serious about improving character-context then we need to improve in-game tools that allow us to determine things like: what characters can see and have seen, what they would be thinking NOW, and they WERE thinking; and then to organise this information into logical hierarchies so that we can easily pick an action/reaction that makes sense given all that context. At that moment our gaves have no technology for any of that. Meanwhile, graphics tech has progressed to the point that we have dedicated parallel processors capable of producing nearly photorealistic visuals. That's the imbalance I was hoping to highlight here.
And as for other games, here are some that were considered but didn't make the cut:
- Hades (merged it with Bastion)
- the Dark Souls / Bloodborne games do some interesting things in a particular facet of this idea
- Portal's dialogue is very cleverly reactive to what the player is doing
- Telltale's Walking Dead games appear to do it though on subsequent playthroughs you can see that they're just very cleverly designed as to give the impression
- Watch Dogs: Legion
- Tomb Raider
- Assassin's Creed 3
- any game with a waist-high obstacle that you can't jump over or a stack of objects in a corridor that you can't either pull apart or just crawl through but are instead stuck completely unless you find some random route around
First; you can type on the title screen and on level screens.
Second; the 3 icons on those levels give clues. The first one shows 9 underscores, the second is a reversed musical note, the third is a 5x4 grid with all but the last 3 boxes filled in.
Good luck. :)