@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.
wesha
Recent community posts
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.)
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.)
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 :).
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.
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.
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".




