Thanks for all the bug fixes! We're gettin' there. Another thing I've noticed (playthrough #3!): when telling Zombino I think he did it, what he then says is confusing. Why would he ignore Zombino's reasons? Wouldn't it be that he -doesn't yet know- them, given the context? Or something like that?
That's exactly it! I'd explain that in detail but I don't want to spoil the story to the other players. The point is, Margh still has to make his "deaductions" to be sure about Zombino's motives (or if he's even guilty ;) )
(Btw, that hung-up bug is like what Mihoshika said, except clicking anywhere has no effect.) Another bug(?): hint says we need to find One-Eye and free him... but I just left the house where he was? and now it's no longer on the map. No locations seem to have any further clues. I have my gun, my hat, and the list of working hours.
Another bug: at the "house", if you click on the door while standing at the window, the detective will get hung up on the right side railing. Game now seems hung as a result.
I *think* I'm bugged into a rut - saw Zombino, chatted, got run back out, and now I can't get past the guards again, but the hint still says "it's time to visit Zombino". I used up my magazine, gave Guff his leg back, have cheese, and about four evidence I can do nothing with. Am I bugged, or did I just miss something?
That's a bug in the hint system, that I'm looking into right now. The answer is no, you're not stuck, as a matter of fact there's something that you can do with that cheese...
*EDIT* Just finished fixing the hint system
Minor problem with the zodiac puzzle: if you know two positions from clues, the third is so easy to brute force that it feels as if you are meant to. So I did. And then I got the third clue. :-) Same with the vending puzzle - I got the pointers placed before getting the final (red / blue) clue. Somewhat confusing. The puzzle that stumped me was the broom.
@AmayaMonkey: if you click the fish in your inventory, it says what it actually is: a cod (a type of fish). Put COD in the e-adder to get CODE. (badum-tissh)
@IoneDecep et al: Cube colors are meaningful. Blood is red, so use a red cube face (star from the mask room). Dark is black, so black face (ring from entry room). Grass: green. Sky: blue. Some colors repeat, but only one combo uses each cube once. Believe it or not, I managed to solve it before I went to the walkthrough (never woulda found the toy key otherwise - argh).
Very cool. The only achievement I've yet to figure out is hatching a dragon. None of the merchants seem to sell something promising to that; I don't know if feeding wyrms gets me anything (I can't figure out what they eat); and I've mined all the way to the bottom of the map and dug a tunnel covering the entire length. Intriguing.
Love nearly everything about this game - fun gameplay, some fairly difficult puzzles, clean gfx, nifty effects (the rewind), the attention to sound (ambient music has that 80s feel, right down to the offkey notes), keeping in theme with deleted scenes complete with notes, some referring to real-world gore mythology. // Two quibbles: the offer to watch an ad for coins is a wee bit frequent; holding down R should keep rewinding. Rated this one 5 even so, mainly for the polish.
Hey Pharaoh! Thanks so much for the awesome feedback! We have taken all of it into consideration and will deliberate to see how we can find a good balance between everything. Glad you enjoyed that game.
@drnoam: The four pictures make more sense once you finish the book puzzle. Meanwhile, the fish probably needs something done to the fly before it eats it. Those are your two leads - the rest should follow from those, or at least get your farther.
Obvious next steps for this game would be introductions of NAND gates, and a clock switch. If you want to get -really- diabolical, create a game mode where the player must figure out where to put gates (on a pre-defined frame, to keep it somewhat simple) to make the circuit do what's needed. From there, the player can now create digital LEDs, accumulator circuits, RISC chips...
Thank you very much! To be sure that you will keep giving us high ratings, our next game's texts will be completely in upper case! ;) Keep playing and having fun!
Fun enough that I played long enough to unlock all three ships and not stop until I beat the Epic campaign. Biggest probs I see: no auto-pickup of loot at wave end; minmaxing gear becomes tiresome; a bit too easy to roll away from enemies and then just play mindless rope-a-dope until all are dead. In short: needs something that foils that, like escort or defensive missions, and meanwhile, generally more gameplay goodness. Other than that, the game looks pretty neat. 4/5.
Pretty good variation on the bubble shooter game. The physics make it possible to pull off some pretty nifty cascades with some timing and skill; feels good when you manage them. The one drawback: I never really saw the point of the upgrades. They didn't make sense, and I never bought any, and still got 225 stars. Even so; it was fun enough to keep me hooked until the end. 4/5.
That's exactly it! I'd explain that in detail but I don't want to spoil the story to the other players. The point is, Margh still has to make his "deaductions" to be sure about Zombino's motives (or if he's even guilty ;) )