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tytyty
and loved the humour spread throughout this has been my favorite room ever!!!
Single player and multiplayer desyncs do happen randomly, and sometimes I do experience them, but I only have been able to create fault tolorant logic so far, and not fault immune.
I plan to retrofit and redo the second and third puzzle with lua when the update hits June 6th. They do work currently pretty consistently most of the time. But a small percentage of the time the errors happen in game leaving people with a poor experience. Redoing it in lua, will allow me to code it in a way that assumes things may fail, so the code can read, validate, and error correct states.
Until then, sit tight.
It is something I am going to have to redo when .lua scripting comes and and make it check errors. Checking these types of errors is something that has issues with the current logic system because the error checking logic can desync itself.
Sorry for the inconvenient experience!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2809229369
The eyes are there for fun, they do nothing.
All important items have a key indicator on the name-tag, you can throw them out the window to vent.
I wanted to enjoy this - but unfortunately ran into some bugs that somewhat spoiled it.
On my 1st time playing through, the key from the soup bowl got trapped under an item that I had placed on the table and could not be picked up - making it impossible to continue
On the 2nd time playing through, the final puzzle bugged so that the door would only appear if I solved the puzzle incorrectly (for example, lit one of the lines next to a zero tile). Solving the puzzle correctly caused the door to disappear. I've taken screenshots.
There is quite a bit of clutter in the first space - I counted over 105 items in the trash can at the end - and whilst it's always nice to have some decor, it felt like a lot - and ruined the flow a little because it's hard to know what is and isn't relevant.
I couldn't find a solution for the skull / eye puzzle either - but seemed to crack it by brute-forcing. Not sure what this did!
Also added a skip button in case people just don't want to deal with it.
It is something the devs would have to fix.
I felt like leaving the nature of Fern unknown to the player but known to the character made it better story telling. There is an audio hint when doing the puzzles: The sound that gets played when placing the correct tile is subtly different.
Couple quick things: 'Larry' isn't labeled & when picked up his jaw stays on floor. Then it drops thru floor when try to grab it. My first time thru I didn't read (my fault