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wesha

97
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A member registered Apr 11, 2018

Recent community posts

(1 edit)

@ej0hnson That too, but I'm saying that, say, as much as I would love a playable Tatoorakis, I would rather prefer the issues that we all collectively reported, fixed first. That way I would see that there's the progress to the end, rather than more of half-baked code.

While I get that, it would be nice if they went back and cleaned the issues that we already found. Would give us some confidence that we are not suffering in vain.

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Even if they didn't finish the game -- after the "you are not helping, Rooter!" scene, I consider I have already gotten my money's worth of laughs!

Patience, my dear friend. Shiite happens.

Yeah, probably should make Ace say, "Oh, I think this piece of trash could be useful!" when you fish out the ship part.

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Also, I think a slightly better hint needed to let the player understand that thrusters actually need to be welded to the ship - it looked like they are malfunctioning so it took me a while to realize they are just not securely attached.

Yeah, that's a good idea. If it's all aligned before wrench prod (like I do), then it whooshes through. If it's misaligned, it stops before the incorrectly aligned valve.

Yeah, I think the turdomorph "sticking" 2-3 times in random places  would be fine, but  "prodding" him about in EVERY pipe is a little too much indeed. Or maybe making it into another puzzle where the first pipe, with a window, shows that it's a turdomorph that is a problem, but then you need somehow to determine in which exactly pipe it got stuck without seeing it. (Like, the pipes PAST him make a "ding" sound and BEFORE him, a "DONNNNG" sound), which forces you to hunt for the "right" pipe using your hearing.)

There is a limit on how many laws of physics a particular sci-fi work is allowed to break :-b   

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IRL, if there's a hole in the track, the track is still functionally intact as the current will simply flow around the hole just fine. In order for the track to be truly rendered nonfunctional, the crack needs to go from one edge to the other. Which is not the case in this puzzle, so I wasn't even sure WTF we the player is supposed to be doing in it. (And yes, just two tracks going to a chip is also completely unrealistic, but oh well, they say the puzzle is already tedious, so I see that as a necessary evil, as more than two would make it even more tedious.)

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I think the tester-bot would have been more useful if it highlighted the track until the first crack in the track (and not the entire track, like it does now). That way, it would be more obvious where to the welder-bot needs to be sent.

The fact that welder-bot has soldering iron on its icon confused me, at first I thought it needs to solder the chips to the motherboard after the pusher-bot pushed them in place (come on, that's what I do with the soldering iron IRL -- not to clean droplets of shit off the tracks :).

"Isn't this a bad idea to tamer with someone's mail recepticle?" line has no audio.

It's a bit underwhelming as in, you need to get the chips "just right" for them to "jump in spot". The non-obvious design of "5" (which leads to the possibility of getting it in upside down and then "WTF!" and then "D'oh!" moments) is great (because of precisely the latter), but other than that it's too much crawling with too little effect; the puzzle is still a bit buggy (sometimes everything is done right but still it doesn't register as solved) and non-obvious (these little spots of rust that need to be cleaned are WAY too unobvious, the true purpose of the tester nanobot is still a mystery to me as it is not really necessary to solve the puzzle; same thing about the magnification slider; etc.

It would be even cooler if he "liquified" in order to get into the cockpit (which is still physically impossible if it's airtight, but hey, it's a game), but I understand, not enough budget for FX...

Did not work for me. "Switch to Ace" icon doesn't work.

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Oh, that scene I remember, and even the first few chords -- but then the interpreter's voice drowned out the song.

Earlier I saw them ON the cube as supposed to be - but not anymore

The original one does not disappear, but another one appears over it.

Also, as you see, Quicksilver asks to "scan" Ace's documents, but doesn't actually do that.

I'm older than that, but I never saw that particular one in my country.

I was trying to save the game. But no :(

Here I'm near Tatoorakis

And here I'm about to leave Taco Nova.


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If you save at Taco Nova, the load that savegame, then when you get to the Galactic highway, exit to Nurbs is closed. If you take Fractura and then return to highway, then you are able to exit for Nurbs, but the toad guy is not borked, but talking to either of them is impossible, Ace says "I have job to do". I have a suspicion that Ace's previous location (in this case, Fractura) triggers something.

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of the "B-b-b-bad to the chrome" song? I find it cute as it is, but I bet it's poking fun at something, and I don't know what.

No,  it did, I just forgot the actual name and typed in a placeholder first.

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(like we see them doing in all other cases when the ship needs to land)

Yes, I noticed that it shows Fractura but lands at Nurbs

Same thing for me here.

I don't know how you couldn't have gotten there -- it's immediately after 2 guys dome. And you have been past that already.

Over all the other sounds that are played as things are happening.

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  1. When Ace's ship is on the pad of Nurbs, the rear hatch is open.
  2. As Ace walks into the ship, the rear hatch is seen closed behind him.
  3. When ship takes off, the hatch is open but then is shown closing.

First push instantly opens the hatch, which then starts to close slowly. After that, the text is "Why would I do that?" but no voice.

Every time I enter the pump room after fixing the pump, a stray "bang" of metal part falling sounds. Even though there are nothing that could have caused that sound.

There is audio for "...Marc's snout", but there's no audio for "...Scott's snout".

I restarted the computer, but when I click on the screen, Ace still says "Uh-oh, the blue screen of death!" even though the screen is not BSOD anymore.

There are multiple bunches of coconuts in Two Guys dome, but only one accomplishes what is necessary. I've been clicking on the "wrong" one at first, and given that I didn't hear anything, I moved on and assumed coconuts are not clickable. Need some audible hint saying something to the effect "try the other bunch instead".

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Actually.... scractch that. It turns out I need to do something else before the ship is made. And once it's done, the line changes. But once the ship parts are on the launchpad — even if the ship is still to be built — it's kinda already too late to ask Scraps if he needs the module.