Escape Simulator

Escape Simulator

Tic-Tac-Tomb
A Really Short Hobbit  [developer] 7 Jun, 2023 @ 9:35am
Bugs / Issues
Discussion for any problems encountered while playing. If you find one, comment what you found, and what actions lead up to it.

I will try to address all softlocks and puzzle logic problems. I will also consider suggestions for general changes/improvements.
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Showing 1-15 of 16 comments
MrNapkinMan 8 Jun, 2023 @ 1:22am 
I found a way to possibly softlock if you're not quite paying attention.

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.
Last edited by MrNapkinMan; 8 Jun, 2023 @ 1:24am
A Really Short Hobbit  [developer] 8 Jun, 2023 @ 2:44am 
I think that I've addressed this as the room that locks the two [O] pieces has a button that opens a shortcut to the storeroom, but it will also open the shortcut to the red keyhole area if you didn't press the button there.
I will check to make sure.
Elderwolf123 9 Jun, 2023 @ 4:08am 
There is a multiplayer bug where after you solve the two puzzles (3rd room) the bars/poles don't go for the other players. They only disappear for the host so therefore the other players are stuck unable to progress or do anything
Last edited by Elderwolf123; 9 Jun, 2023 @ 4:08am
A Really Short Hobbit  [developer] 9 Jun, 2023 @ 6:37am 
Originally posted by Elderwolf123:
There is a multiplayer bug where after you solve the two puzzles (3rd room) the bars/poles don't go for the other players. They only disappear for the host so therefore the other players are stuck unable to progress or do anything

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.
handsinthegarden 9 Jun, 2023 @ 12:58pm 
Friend and I (at the t shaped room past the spikes) first were short by one x, restarted, now we're short by two. there are no interactable ones....
A Really Short Hobbit  [developer] 9 Jun, 2023 @ 1:34pm 
Originally posted by handsinthegarden:
Friend and I (at the t shaped room past the spikes) first were short by one x, restarted, now we're short by two. there are no interactable ones....
The ones that should be available for the puzzle after the blue key door are four Os and 2 Xs. You get one X from the board in the X shaped room (past the blue key door), and the other is on the board that first opened the door to the main room
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.
handsinthegarden 9 Jun, 2023 @ 2:09pm 
Originally posted by A Really Short Hobbit:
Originally posted by handsinthegarden:
Friend and I (at the t shaped room past the spikes) first were short by one x, restarted, now we're short by two. there are no interactable ones....
The ones that should be available for the puzzle after the blue key door are four Os and 2 Xs. You get one X from the board in the X shaped room (past the blue key door), and the other is on the board that first opened the door to the main room
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. :)
A Really Short Hobbit  [developer] 9 Jun, 2023 @ 2:37pm 
Originally posted by handsinthegarden:
Originally posted by A Really Short Hobbit:
The ones that should be available for the puzzle after the blue key door are four Os and 2 Xs. You get one X from the board in the X shaped room (past the blue key door), and the other is on the board that first opened the door to the main room
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.
Kaliande 9 Jun, 2023 @ 9:45pm 
Hi! We don't have enough pieces to solve the O win, X win, Draw room with the brazier in the middle.
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.
A Really Short Hobbit  [developer] 10 Jun, 2023 @ 2:51am 
Originally posted by Kaliande:
Hi! We don't have enough pieces to solve the O win, X win, Draw room with the brazier in the middle.
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.
A Really Short Hobbit  [developer] 10 Jun, 2023 @ 8:21am 
Updated the room to address two multiplayer issues (+ extras, patch notes are more detailed):
- 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.
handsinthegarden 10 Jun, 2023 @ 8:58am 
Originally posted by A Really Short Hobbit:
Updated the room to address two multiplayer issues (+ extras, patch notes are more detailed):
- 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.
I know when we gathered them, a lot were locked in so I'm not sure if that played a role but, we'll be testing in about an hour. :)
handsinthegarden 10 Jun, 2023 @ 9:37am 
Originally posted by handsinthegarden:
Originally posted by A Really Short Hobbit:
Updated the room to address two multiplayer issues (+ extras, patch notes are more detailed):
- 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.
I know when we gathered them, a lot were locked in so I'm not sure if that played a role but, we'll be testing in about an hour. :)


Originally posted by handsinthegarden:
Originally posted by A Really Short Hobbit:
Updated the room to address two multiplayer issues (+ extras, patch notes are more detailed):
- 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.
I know when we gathered them, a lot were locked in so I'm not sure if that played a role but, we'll be testing in about an hour. :)


WE DID ITTTTTTTTT
A Really Short Hobbit  [developer] 10 Jun, 2023 @ 9:43am 
Originally posted by handsinthegarden:
Originally posted by handsinthegarden:
I know when we gathered them, a lot were locked in so I'm not sure if that played a role but, we'll be testing in about an hour. :)


Originally posted by handsinthegarden:
I know when we gathered them, a lot were locked in so I'm not sure if that played a role but, we'll be testing in about an hour. :)


WE DID ITTTTTTTTT

Great to hear! Thanks for playing.
LazerRayGun 14 Jul, 2023 @ 3:42pm 
Originally posted by A Really Short Hobbit:
I think that I've addressed this as the room that locks the two [O] pieces has a button that opens a shortcut to the storeroom, but it will also open the shortcut to the red keyhole area if you didn't press the button there.
I will check to make sure.
I was playing with a friend and we managed to soft-lock ourselves by putting the two O pieces in before solving the tic-tac-toe board that's opened by the four blue balls. At that point we only had 7 (instead of 9) pieces to put in the board and had to restart. I don't know if you want to resolve that issue, but wanted to let you know we found it.
We loved the map btw!!
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