I personally didn’t think the name thing was much of a big deal either, especially since it’s ultimately harmless and on a path absolutely nobody will take after their first time stumbling into it.
Everything else seems to be working as intended. Halessie’s fixed, mirror isn’t spitting errors or repeat lines even post-clothes breaking, no blank wander event. Though I suspect it was simply taken out for the time being as I’m not seeing any new events. Not even the treadmill event Sturm94 mentioned. Couldn’t find that in 4.1 either, so either I’m not heavy enough yet or I’m just missing something entirely.
There was never any treadmill-related event from wandering. That is a Doctor’s Office event. However, there should be a wander event that leads you to the cafeteria.
Yup, that’s present and functioning perfectly well from 3.6 as well. If there’s no other events and the blank one was just not supposed to be there in the first place, we’re all good and the game’s spotless up front. Can’t say for sure about behind the scenes, but don’t worry about that. Go take a break, you did perfectly good.
Yep, I just saw it while reading the posts, and I was wondering how to access it. Sorry if I have spoiled something…
Btw, now everything works perfectly! No bugs, no weird text, noting game breaking.
Will be the time that Somchu finally relax for more than a day?
Now, I wish to give a suggestion: I see is based on The Lipomancer’s Ruins as it share the same mechanic, but while in a dungeon make sense, it feel a bit strange in an well organized alien space station.
My idea is to create a fixed map that the player have to explore, on the likes of those in textadventures, where the random events can happen moving between hallways because, at least for me for now, the main reason to wander around is for reaching che cafeteria to get stuffed by the alien.
Perhaps this would be a ton of more programming for you (i don’t know twine) but would be nice.
Hi. At around 1k in game weight (version 4 as of 2021), things were getting repetitive. Is there a known weight or series of things I need to do to keep things from having the same result or a list of new things I can do/experience (aside from taking the bar/pastry, helping the maintenance crew, eating with the maintenance crew, watching people study human tech, and helping the dino doc)? I may be doing something wrong to get things being repetitive, and I want to make sure if it’s just me or not.
Ok, thank you. Might I ask what weight the story will continue from when you next update? I don’t want to suddenly skip anything because I got to over 2k in weight. Also, no worries if you don’t know at this point in time.
I really enjoyed the 4.2 version, and I look forward to seeing where this goes. Is there anything you’re hoping to add or make better that you’re willing to share?
Also, i’m really not sure if this was intended, but as others have pointed out, you can play beyond the immobility limit of 750 pounds thanks to something strange that happens.
You are normally meant to be forced into the epilogue if you try to get off the couch or the bed, so the other option if you go to bed is to spend the rest of the day there… but because the more you weigh the more food you need to be satisfied enough to go to sleep, this makes it so that the food you get from that event isn’t enough to make you feel satisfied and since the game realizes this, you are forced into the menu of the room, esentially letting you play until you sit on the couch or try to get off the bed
How do you unlock doing anything besides eating from the fridge, sleeping, and leaving the room to wander randomly? are there no places you can go visit on purpose?
wandering sometimes randomly pops up an event, but I fail to help anyone and the cafeteria won’t serve me…
so yeah, how does anything unlock? do you need to eat enough from the fridge to get fat before leaving your room lets you find anywhere to go? or is there never a place to go and all the things that happen happen randomly? (anyone can answer, don’t expect the OP to.)
Upon reading all the comments here, in retrospect I should’ve known there were still bugs left in the game that I needed to deal with.
I didn’t originally have that many plans to continue development of this game die to running into a creative dead end during development. However, seeing that there are bugs that need fixing, I will probably look into fixing things up in the New Year (Unless someone beats me to the punch and starts developing the game themselves, that’d be pretty neat).
For now, though, this game has kinda been low on my list of priorities due to a mixture of being busy, having writer’s block and simply focusing on trying to develop newer projects (which have also hit road blocks due to writer’s block).
It’s been a while since I’ve looked into this game, but I’ll try to explain as best as I recall:
This game was kinda built by piggybacking off the design lessons I learned making The Lipomancer’s Ruins, since I made this game I an effort to try and figure out how I could translate the code from Harlowe into Sugarcube (this game was a success on that part), so in retrospect I feel like I leaned too far into the random wandering aspect of the game.
There are a few options that get unlocked through wandering (in fact, iirc all unlockable options are introduced via wandering). Also, the server at the cafeteria is a bit of a jerk, probably because he keeps having to work overtime feeding all these scientists (and hasn’t had a day off in 12 parsecs).
As for the helping thing, Humans are pretty small by galactic standards (in height, at least). So you’re capable of fitting into tighter spaces than most other species, at least in the early game. Later on the other special quirk that Humans seem to have that other races don’t will eventually render that advantage moot, though.