Is it a bug? After I took the disco ball and I had to escape before the place would blow up, at one point as I exited a room, time was running out and I found myself falling off without changing room. Thought it was one of the unexpected endings though a bit weird, the screen became black, but then I saw the remaining times going minus below zero with negative numbers. So I quit and clicked continue, and I'm stuck in that state.
@syylone Apr. 25, 2020 "
"Found a glitch. I tried to play the tune on the piano before I left the house and was given the fish hook before meeting fatty fat cakes and now nothing happens when I get there with it."
I think the glitch or bug is actually related to restarting the game after the end without refreshing the page. I read about it in the comments and then verified myself as a passionate bug hunter who likes to always learn more about game design and coding :).
I believe it's about not having designed the game for restarting as there are no phisical deadly threats which force you the restart the game at a given checkpoint undoing actions. It probably means thus that not every trigger and script of the game is correctly reset upon restarting.
But I have to try this too to see at which point playing that tune works.
If I understand, you can keep Flash, even better, backup it and it still works, just won't have more versions.
Do you also have to keep versions of the browser for which this works?
Am I crazy or suddenly the game sounds are sounding like farts? Wtf? Is it a bug or meant to do so. I almost thought about a virus which was turing all sounds into farts! O_o
There's a randomly selected hint when you die, it seems to say that the more you use the anti panic Space, the more you will need to use it. Does it get to the point you can't spam Space anymore in time to neutralize the ghost when it peeks, because it apparently doesn't work at one point and I need to change rooms.
Early bug report: If you click on the X to close the inventory window when you have picked an object from it to use, the object will disappear. Well, temporarily, I found out, when you pick another one, all of them get restored, but has been enough to make the first scene of her fighting the dinosaur from above the tree unwinnable (:.
Correction: No bug, I just missed some dialog. Spoiler: You have to, I think, choose the branch about the vanishing visitor, in the chat between Randy and Morgan, in order for the "spare dimension" dialog choice to appear. Seems like ending can overlap and Cricket can confront Lucille even when she's teamed up, she teleports along with Morgan and Randy if they are in a different room, otherwise the other two just stand there not following her and you see Lucille directly teleporting in that room. The original games avoids this preventing the ghost from leaving the murder room.
Continues
The bug or feature:
In various gameplays I found that once Randy and Morgan missed that very branch about the "spare dimension" preventing them from teaming up as it's the very dialog that triggers that event. Another time I found out that however Lucille talks to Morgan, Ted and Orval over and over, despite Morgan having talked with Cricket, knowing about his meeting and no dialog tree missing, Lucille fails to realize about Cricket's plan and suspiciousness. The internal dialog just doesn't trigger (or "click in"? ;) ) and she can't open her briefcase.
The vanilla ending shares one step with Morgan and Randy's teaming, as as said, Rose needs to have Morgan confessing her relation to unlock her closet for Cricket's investigation.
It's all for now but don't worry I might discover some more ;).
Continued
Talk with Randy about the Owner.
At this point Lucille starts self dialogue in which he realizes Cricket is suspect and is ready to open the briefcase in her room.
Morgan and Randy teaming up sequence:
As the old lady, Rose, talk with Morgan and have her confessing the relationship with the owner, which unlocks the investigation on her wardrobe, then talk with Randy about that and he'll disclose the troubled work relationship with the owner blackmailing him over his daughter.
Not sure about the necessity of Morgan's daughter (Iblis)making Randy share the trouble with his owner over his daughter, for him and Morgan to team up, unlikely, but it will unlock the investigation on his bed later for Cricket to learn his alibi and drop his charge of suspicion.
Now as Morgan talk with Randy about the owner and they'll share what they both know, teaming up. But not until an extra dialog branch appears, one about a "spare dimension in the hotel".
Continued
Doubt: Is this a bug or the game system scripted trying to prevent overlapping endings?
SPOILER MINUS THE UNRAVELING OF THE ENDS (I'd love a spoiler box here, it would come handy)
I'm currently trying to get the game both to the point of alerting Lucille and having her opening her briefcase and to the point of Morgan and Randy teaming up.
As known, the sequence for getting Lucille to know the Cricket's plot, is:
1:As cricket, talk to Ted, ask him about guest's alibi, ask the guy in bathroom as Ted, ask Ted again as Cricket.
2:At this point, as Morgan, talk to Cricket and he'll leak or slip off that he was planning to meet someone. As Lucille, talk to Cricket about his investigation (not sure or likely it's necessary but didn't rule it out yet), then to Morgan about the owner and she'll share that Cricket wants to meet someone.
Confront Ted about his sharing alibis and then Orval.
Very nice and challenging, great puzzles. I'm finding the level 15 particularly hard right now, but that's fair, it just forces your brain to work out the solution and to focus. I find that the only design problem, though, might be that when lasers or lasers or laser boxes cross other laser blocks, it's almost impossible to work out the directions becase on laser block or box can cast lasers in multiple directions, so you can't tell at glance where a lasers comes from, if it's that boxe casting 2 lasers say east and south toward a box which is only casting one north or if it's that one casting two lasers north and west.
Part 3
Ehm sorry, I didn't think it would have turned out so long, but I needed to share it (:
The second time I played, I tested the replay value and I tried to shoot a photo of the screaming square shouting at another square, but nevertheless the result has been of some circles fearing all squares, which doesn't make much sense, as it shows that could as well have been squares fearing it. Ok I sense it might be playing in part on the fallacious perception of outgroup homogeneity en.wikipedia.org/wiki/Out-group_homogeneity, which makes for the circles being a square the decisive attribute, while for the square it would be just an individual odd square, but could as well have been "punk".
So doesn't this game have alternative paths?
Then we present is as "circle hate squares", so the "news" of the toilet paper, ehm newspaper we shoot photos presents headlines stressing the group, ok, but it starts to become evident how it doesn't care for the antecedent and the chain of events and cause, so the squares don't know only some circle hate them, which in turn is because some squares snubbed them and so on! Especially this one part, overlooking the antecedents and chain of events, is a real problem of the news.
But it's the starting point, the initial pretext and spark that has me perpexed, at least a bit. It starts with a punk square (doesn't mean all punks or all punk squares of cours ;) ) shouting every now and then at anyone, circle or square indistinctly, he's not racist ^_^!
Continued...
part3
Kerothen, I dunno, the "It's just the way the world works" might be read as if we just have to get over it because it's useless and even innatural to change things, which is overgeneralization and overlooking what can be done to improve the situation and giving people inputs so anyone reflects and becomes aware of the obvious trick and underlying mechanisms.
As another one said, though, the game is exagerated and I think it forces you too much in a direction. It shows the generalization, in part populism (simplification and trivialization of complex and serious mechanism, easy, wrong and illusory solutions, etc) of presenting an individual of a group and putting emphasis to the group. We see just some squares snub all circles, in turn as a reaction to some circle becoming scared of all squares, then because of this some circles starting to hate all squares as a reaction.
It should be fixed now. Please let me know if anyone sees white screens. Thanks