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Go across hole without the key, completely miss obvious button, get 5th orb, open 5 orb door, put 2 O's in (which lock), then get key. You'll only have 3 O's left which will soft lock you. I'd suggest making the 2 O's after 5 orb door not lock once placed. You can't progress w/o putting them there, so locking them is redundant.
It was a thought after completion as I almost did it on accident my first go at the map. If I missed the obvious shortcut button, then I would've softlocked at the hole.
I will check to make sure.
That's strange. Is this the first set of pillars that descend when the two boards are completed? This sounds like a desync issue, but I'm not sure where.
- Do the gems on the middle pillar turn white for other players after a board is complete?
- If you tried again when playing, did it happen only once or every time?
Either way, I'll change how it works, and add a trigger afterwards that disables the obstacle anyway, so even if the animation doesn't happen other players should still be able to progress.
Thanks for reporting this.
Hopefully the above helps. If they have somehow despawned from multiplayer issues I will try and find out how. Check the in-game walkthrough to see if pieces are where they should be.
My game testing partner-in-crime has gone to sleep, but we'll try it again tomorrow morning and get back to you. :)
Thank you! I'll update the room soon with some changes to make in-game walkthrough/hints clearer and hopefully fix some potential desync issues.
We are short exactly one X piece to solve the right X win puzzle. We reloaded and very carefully went through as the walkthrough says to, and still came up short. Besides this, when the wall in the large room with the hidden board behind it is lowered, the board is empty and all the pieces are scattered. When raised and then lowered again, reliably a presumed extra X drops there, but then we still end up short at this point.
Otherwise, it was a fun room! We just had to give up early because of this which was a bummer.
I think I know what this issue is. The room disables areas that are far away to help run better, but the main room and X room stay active for a second to allow some pieces to "drop" into board slots before deactivating. Maybe with more players + different computers the loading takes too long and it takes longer than a second for the pieces to drop.
I'll make the boards not deactivate and add colliders underneath.
- The desync of the pillars lowering in rooms #3 and #4 shouldn't happen. As long as a player moved to the next room, a trigger should lower the pillars and independently disable the obstacle (so if the animation doesn't happen for some reason, you can still walk through).
- Changed boards to (hopefully) prevent pieces being scattered when they should be partially filled. They were given 1 second before, but now they aren't deactivated and have colliders to catch the pickables.
This should work for multiplayer and longer load times in general, but if the pieces still scatter I will rework them in the next update.
WE DID ITTTTTTTTT
Great to hear! Thanks for playing.
We loved the map btw!!