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MartyJD

41
Posts
12
Topics
A member registered Aug 02, 2020

Recent community posts

I'd be happy to continue beta testing, especially since I couldn't even advance further in the game last time, even with the help of other players save files.

Without sounding rude, I think the game needs a bit more help. Wish I had the skills to program, but alas...

I'd fix the horrible inventory system over Save/Load. It's like it's intended for smart phone touch screen.

Ugh, I still don't think it's ready. Last time I tried playing it, I was still getting major bugs and crashes. It won't be recieved with praise if it's released a mess.

So Rooter is meant to repair the ship's leak and he is out there floating in space with nothing but the thruster to control him around. I managed to get further away from the ship too easily, and then I was basically helpless as no matter the direction of the way I'd aim, he'd just pick up so much momentum and over shoot past or around the ship getting further and further away. Eventually I'd be so far I'd have lost control of Rooter completely with no use of the thruster.

Also, if you use the metal detector app, you still get the "can't be used indoors" line.

I think the whole Weldon part could be simplified. Having to talk to it to weld each individual part, leave the room to pass time, come back and repeat isn't a great game mechanic. Perhaps you can talk to Weldon once everything is in place (you can't instruct him otherwise), then you see a quick fast foward montage of it welding each part in place, complete with clock wipe transition. 

So instead of using the deodorant snout stick on Scott Murphy, I used it on Mark Crowe successfully. However, I wasn't able to use the twinkie on Scott. Therefore I had to reload the game and do the sequence properly with the Twinkie on Mark, Snout stick on Scott

As topic states.

If you take Rooter's head, you can go down in the hatch and still be able to control a headless rooter to grab pieces. It's just more difficult when his walking is in headless (blind) mode.

I also believe I looked at the screen after all the pieces were green but Ace's dialogue said there's still a problem with it?

I managed to do this a few times, but not every time. Once I'm inside the ship (before repaired) and looked and touched around, I noticed the Walk icon could not be selected. I was able to get this to happen after putting the meteors inside the invention on the bench. Again, doesn't always happen but it defintely happened a few times for me.

Also, in relation to the invention, when you go to open the small hatch, it will suddenly  switch to already being open then it will close. Then you need to open it again.

I've also noticed the brightness of the ship interior will darken the second time you enter it.


This happened to me and I don't believe I spoke to scraps. It seems to be a fluke as I wasn't able to recreate it.  What happened for me is that I entered and exited the ship, then Weldon immediately came up and entered the ship.

It's not a fluke, it happened to be quite a lot. Mostly when Ace enters, stand under the hatch and look at it and he'll get into this position more often than not.

Thanks for this. Now I am able to catch up with you folks.

I had this issue tue assuming the 3D pieces (aside from the arcade machine) were parts for the ship. Soon I realised the parts make a different sound when making contact with the magnet. Some better communication to the player would be nice. 

That's true about the pipe puzzle. I was going to post this in a constructive feedback post eventually as it's not really a bug. Hitting the pipe a few times to guide it through is just unneccessary and works better without it. UNLESS, there is actually a puzzle inplemented... For instance, by the time you've smacked the pipe a few times, the player expects the same thing to happen on the last whack, but you flip the script and something unexpected happens or goes wrong where you need to think quick. It's a pretty common game mechanic I find where the player is doing a simple task and where you're expecting the same result after a few times,  bur something different happens to throw them off.

I agree it's not really a puzzle as it is just tedium. I don't mind the odd interactive objective that breaks up the usual game's mechanics. There's something satisfying about pulling levers and turning valves. I mean there's games like The Room that succeed in pretty much doing just this.

But the problem here aside from the obvious bugs is that it could be a lot more intuative and practical. You shouldn't have to rotate the numbers to fit them EXACTLY in place. They should just fly into place when close enough.

I also think the labeling on the microscope machine should be a bit more obvious. It's a nice looking model, don't get me wrong, but the hole you need to put the solder in I didn't notice as I thought it was just part of the model base design.

I finally aligned the chips into their numbered spots. I went to leave the scene so I could save my game, but the game crashed when exiting the nanobot screen.

I'm getting a dissappearing cursor in this. Also, the skip icon appears when it happens. Can't make it past the nanobot scene yet.

I downloaded the game from the main page, launching it says it's version 01.01 is this the latest one? THanks.

When looking at the converter on the desk, the window appears and there's a moment you can actually use the walk icon and able to walk around the garage to the point where Ace walks outside of the mask. 

His voice in this scene also stops abruptly cutting off the echo.

I really don't mind if the whole game is easy. There's a fine line between a good challenging puzzle and silly moon logic puzzles that can ruin a game. Mainly, I just want it to be intuative as possible.

Yeah the good parts are great. The environment detail in chapter 2, the garage, is amazing. For those working on the game, please don't get disheartened at some of the feedback. We all really just want this to shine.

I'd also agree, but I also understand it's a tiny team with some difficult hiccups along the way. I think I speak for most when I say that I'm fine with waiting longer so that the team can squish these bugs and hopefully tweak some of the other issues and give it the polish it needs. Please don't rush, don't want to take it out of the oven before it's done. We're here to help. :)

More notes regarding the sewage scene:

If you use the defib instead of using Rooter's head on Ace first, Rooter will walk to the left of screen and extend his nose off screen left and it will then treat it as if he used his head instead with the "strain.." dialogue.

I did manage to get a infinite loading freeze after Rooter walks right of the pool before getting whacked to pieces, I only managed to get this to happen once.

When picking up pieces of Rooter up the top, there's a slight delay after clicking the hand icon on them. This might be waiting for the spoken dialogue line to be finished even though I've clicked to skip . As well as this, when Ace comes to and delivers his grieving line about Rooter, you can click skip it and proceed to walk and pick up the pieces while Ace still has his hands on his head.

When you descend the first ladder and run into the first waving tentacle, there's a masking issue when it swings upward and the background cuts into it where it shouldn't. 

Or maybe he just automatically walks up to it when looking at it, like most adventure games.

I thought this too until I realised you have to walk up to it then look at it again.

The major issue is that once I used Rooter's head to swing over the tentacle, he couldn't walk at all once on the other platform.

Other smaller issues: When Ace is zapped from the pool, I tried to use the defib tool on him and got no response at all, but when I used Rooter's head icon, there was mouseover title"defib ace" and dialogue too in response to his defib recharging.

When Rooter is standing on the pool grating, if you use your head on the grating, it responds like you're still dangling from above.

Yeah I believe it's intentional, but some little signage in the form of a message (as posted above) would help make it more obvious. Perhaps Rooter could make an R2D2 type "scream" or even runs faster like a headless chicken.

Nope, if you reload that scene, interact with something to get dialogue from Ace, then use the tube. He should repeat the last line... at least for me anyway.

As title describers, after going up or down in the tube (in the pipe room) Ace repeats last spoken dialogue.

This also happened to me. 

Also, the bolt close up only activates when you're standing right by it. When he looks from afar, he just comments on the panel. Just like other adventure games, would be nice if he automatically walks up to it as you press the eye icon on it.

This happened to me as well, however, I randomly tried the crate on the far right and he pushes that forward, then you can push the rest. Thought I was going crazy as I swore I had pushed the top one first before and it worked.

Yes, this was for the red corridor, the last socket was the correct one. However, as the other user stated, I had at least one socket have a neutral response instead of "this doesn't fit". I really think the issue would be alleviated if the user definitely had all bolts in their inventory after looking at the hidden object scene.

For me, this happens everywhere.

Ah okay, so I finally got all six.

Since I've been playing some hidden object games recently, I think it would be intuative if it made it clear you need all six before leaving that scene. For instance, for every socket you find, it's added back to it's container. Maybe even saying "just need to find that last one". You shouldn't be able to leave that screen with any of the sockets until you find them all as a collection.

Am I  missing something with this puzzle? I have 4 bolt heads, only one says it requires a power tool (the others say they don't match). I attach that one to Rooter's head, (thanks to the comments here now I know how that's done), but when clicking on the socket, says it's the wrong bolt. Tried all the others.

So after he dies by walking into the steam, the game continues and you're now controlling Rooter. I'm not sure if this is intetional so I used the defib on Ace, clicked a whole bunch and nothing happened until he finally got up. I only got notified that this was an objective to revive him as he got up. 

Also, before I figured that out,  I switched back to Ace and while he can't walk (obviously), he could still use other interactions like looking and I even activated the action of him moving the cart.

Trying not to be nitpicky, but once the pipe bursts, Ace needs to look at it to activate the objective. I think after it bursts, he should automatically say his line with the objective actiavted.

When IMom is introduced, the cursor disappears or invisible. I unintentionally clicked the skip button, but could'nt manage to click yes or no with it still being invisible, same for exiting the game in this sequence.  

When clicking to skip Ace's dialogue, it also activates  whatever the action the cursor is as well. Eg, look at the wall, Ace talks, click to skip, cursor is over the wall still so he will the deliever the line again.

I got this too when clicking through the dialogue, which may have caused this?