Yes! Happy youre playing it man, sorry the game is taking so long haha. Also sorry that your save data didnt carry over :( from the looks of it, you'll definetly be able to get it finished in under an hour, excited to see what you think of the ending! Thanks for giving it a go!
No need to apologize about the whole save thing, the 2 demos combined for those who aren't thorough, isn't necessarily long so it wasn't too big a hassle to zoom by things, just trying to remember 'all the things I did in the process' on my way back to the end was nostalgic a tad. Not a problem in any sort :P Can't wait for the full thing.
After fixing the 2nd Pump in the aquarium area, I honestly got lost and unsure where to go, Steam was blocking every path that I felt existed. Not sure if I just didn't see the pathway I needed to go or if a steamed-pathway didn't stop being full of steam, I also grabbed a bucket of grub that I think was the wrong one (One for the piranhas instead?) and threw it in Bertha's water with nothing happening - any tips if I'm just missing where I'm meant to go? Or if throwing the wrong bait in the water messed everything up?
So in the gift shop of the aquarium theres a 2nd room with a "back warehouse" that will lead you to a different area with the 3rd pump. Throwing the chum in Berthas water is the correct thing to do! So i'd say go snooping around the aquarium gift shop ;]
In the next update I'll add more visual clues on where to go because it seems to stump a lot of people. Plus having a working map might be nice too haha.
I'd imagine it like, the old man watching you can turn to look at not just your inventory/health as he does at the start, but also the little box by the TV shows a square-pixel style map of sorts.
Also, so wait, what happens if I feed the Food that's in the barricaded-door fridge vs the Chest-storage-unit cooler? Since there's 2 places to fill the bucket? Which is right and wrong ;o and what happens if I fill it with the wrong one or such?
So if you hit the start button/ "M" it brings up a rudimentary map, it just doesnt show your exact location. Thats something I wanna finish later on, but I also wanted to have the museum have enough visual clues that a map wouldnt be entirely necessary. I'm gonna update the gift shop with better clues here soon!
Chum-wise, the freezer door near berthas dumping point was put there just incase someone went all the way there but didnt get the chum near the piranhas. That way they wouldnt have to go all the way back. So theres no difference between fish guts! Not sure if you know this but theres another creature that likes chum in the aquarium ;)
Lemme know if you have any more questions during the playthrough! Always happy to help.
It's so much fun and has genuinely creepy atmosphere . All of it brings back so much nostalgia in different ways. I was bummed when the demo ended but I'm excited for the full game!
What an amazing game with subtle eerie unshakable details through-out. Brings me back to games that had descriptions of nearly everything and little hidden details that make one wonder- "Was this like that before...?" Amazing game with a great atmosphere. Can't wait to play the full version, thank you for this awesome piece.
I think the SuperLameboy version is messed, having begun to play it, and looking at Kravin's video, the area when the static begins, no 'cutscene' happens or the camera guy asking me to fix the electricity, entering the maintenance room with the circuit panel, everything seems to be opened, and already-touched, the box isn't ontop of the shelf and is knocked over already as if I was already there - but was never there before, so, it unfinishable. Will try the Lameboy version instead if I can beat it there.
Sorry to ask but Im having trouble replicating the bug :[ When entering the area after the gift shop, did static appear on your screen? It seems you've somehow skipped ahead of the game?! Either way, I'll keep looking for a fix. I would suggest possibly reloading the save or giving the lameboy version a try. Again, I'm sorry!
My theory was, and if it was the intentional method of advancing the story, when the static happens (Prior to the stairs that show the wall/pile of bodies and arms sticking out) that the way to progress the story, and have the camera guys' face appear and advance the story, is that you have to Stand there in the heavy static int he hallway until the power goes out for the story to progress? That's at least what I'm feeling it is. Otherwise, by normal playthrough on the super lameboy, I simply walked across the hallway repeatedly, to the electric room, break room, there and back again as if I was never notified by the camera man that the power went out.
And yes, there is static after the gift shop in that hallway, just it never initiated that 'Cutscene' with the oldman telling me the power went out, I could freely just go back and forth in 'Grand 3,4,5 and 6' without that scripted moment happening. It wasn't until I stood still for 10-15 seconds until he told me it went down.
That is crazy, having to stand still made it work?! Very interesting...
I'll peel back the magic curtain and explain. So when you walk into grand 4, theres an invisible bar that changes its position at the start of the room randomly. Once you walk into the bar it sets off the power outage. I cant even begin to think why it wouldn't work for you... I've got it programmed now that if you try to access Grand 5 without the event being triggered, it should instead take you to the power outage cutscene as a sort of fail-safe. But man, that's a head-scratcher for sure.
Thank you so much for sticking with it and helping me (hopefully) fix this! I really appreciate it. I hope you still enjoyed the game, save for all the technical difficulties :]
Oh of course, I have high praise waiting in my video series I'll be releasing slowly :P Well, one theory I'll have is whether or not you'd think that my monitor having a high framerate / hz of 120-144 could be making it so certain frames are skipped? I know many RPGMaker games are 'sped up' or things just get wonky if the code in certain engines, sort of have a failsafe against various computer types that correlate with hz/fps's that are really high. Otherwise, that 'fix' sounds like it should be good, my gameplay, I believe part 2 or 3 when I release it, will show what I did and what happened and didn't happen.
Cool! I look forward to watching your videos! And I think your theory is probably correct. That might also explain why the dialogue boxes can be skipped so quickly. Hopefully this patch coming up addresses and fixes all the problems. Thank you again for your help!
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Good to be able to get back to playing this game, it's literally been exactly 1 year since I last played this ;o
Yes! Happy youre playing it man, sorry the game is taking so long haha. Also sorry that your save data didnt carry over :( from the looks of it, you'll definetly be able to get it finished in under an hour, excited to see what you think of the ending! Thanks for giving it a go!
No need to apologize about the whole save thing, the 2 demos combined for those who aren't thorough, isn't necessarily long so it wasn't too big a hassle to zoom by things, just trying to remember 'all the things I did in the process' on my way back to the end was nostalgic a tad. Not a problem in any sort :P Can't wait for the full thing.
After fixing the 2nd Pump in the aquarium area, I honestly got lost and unsure where to go, Steam was blocking every path that I felt existed. Not sure if I just didn't see the pathway I needed to go or if a steamed-pathway didn't stop being full of steam, I also grabbed a bucket of grub that I think was the wrong one (One for the piranhas instead?) and threw it in Bertha's water with nothing happening - any tips if I'm just missing where I'm meant to go? Or if throwing the wrong bait in the water messed everything up?
So in the gift shop of the aquarium theres a 2nd room with a "back warehouse" that will lead you to a different area with the 3rd pump. Throwing the chum in Berthas water is the correct thing to do! So i'd say go snooping around the aquarium gift shop ;]
In the next update I'll add more visual clues on where to go because it seems to stump a lot of people. Plus having a working map might be nice too haha.
I'd imagine it like, the old man watching you can turn to look at not just your inventory/health as he does at the start, but also the little box by the TV shows a square-pixel style map of sorts.
Also, so wait, what happens if I feed the Food that's in the barricaded-door fridge vs the Chest-storage-unit cooler? Since there's 2 places to fill the bucket? Which is right and wrong ;o and what happens if I fill it with the wrong one or such?
So if you hit the start button/ "M" it brings up a rudimentary map, it just doesnt show your exact location. Thats something I wanna finish later on, but I also wanted to have the museum have enough visual clues that a map wouldnt be entirely necessary. I'm gonna update the gift shop with better clues here soon!
Chum-wise, the freezer door near berthas dumping point was put there just incase someone went all the way there but didnt get the chum near the piranhas. That way they wouldnt have to go all the way back. So theres no difference between fish guts! Not sure if you know this but theres another creature that likes chum in the aquarium ;)
Lemme know if you have any more questions during the playthrough! Always happy to help.
It's so much fun and has genuinely creepy atmosphere . All of it brings back so much nostalgia in different ways. I was bummed when the demo ended but I'm excited for the full game!
Sorry it bummed you out :( but glad you're excited! :D We'll give it our all!
What an amazing game with subtle eerie unshakable details through-out. Brings me back to games that had descriptions of nearly everything and little hidden details that make one wonder- "Was this like that before...?" Amazing game with a great atmosphere. Can't wait to play the full version, thank you for this awesome piece.
Thank you for your kind words! It makes me that much more motivated to keep going. Here's hoping you enjoy the full release!
Stoked for the full release!
Happy to hear :] We'll try our best!
I am super stoked for the full game ;o
Great video! Glad to see you were picking up what I was putting down game-wise. Looking forward to the other parts! :]
Glad you enjoyed and hope you continue to! :D
I think the SuperLameboy version is messed, having begun to play it, and looking at Kravin's video, the area when the static begins, no 'cutscene' happens or the camera guy asking me to fix the electricity, entering the maintenance room with the circuit panel, everything seems to be opened, and already-touched, the box isn't ontop of the shelf and is knocked over already as if I was already there - but was never there before, so, it unfinishable. Will try the Lameboy version instead if I can beat it there.
Sorry to hear that! Ill look into it right away!
Sorry to ask but Im having trouble replicating the bug :[ When entering the area after the gift shop, did static appear on your screen? It seems you've somehow skipped ahead of the game?! Either way, I'll keep looking for a fix. I would suggest possibly reloading the save or giving the lameboy version a try. Again, I'm sorry!
My theory was, and if it was the intentional method of advancing the story, when the static happens (Prior to the stairs that show the wall/pile of bodies and arms sticking out) that the way to progress the story, and have the camera guys' face appear and advance the story, is that you have to Stand there in the heavy static int he hallway until the power goes out for the story to progress? That's at least what I'm feeling it is. Otherwise, by normal playthrough on the super lameboy, I simply walked across the hallway repeatedly, to the electric room, break room, there and back again as if I was never notified by the camera man that the power went out.
And yes, there is static after the gift shop in that hallway, just it never initiated that 'Cutscene' with the oldman telling me the power went out, I could freely just go back and forth in 'Grand 3,4,5 and 6' without that scripted moment happening. It wasn't until I stood still for 10-15 seconds until he told me it went down.
That is crazy, having to stand still made it work?! Very interesting...
I'll peel back the magic curtain and explain. So when you walk into grand 4, theres an invisible bar that changes its position at the start of the room randomly. Once you walk into the bar it sets off the power outage. I cant even begin to think why it wouldn't work for you... I've got it programmed now that if you try to access Grand 5 without the event being triggered, it should instead take you to the power outage cutscene as a sort of fail-safe. But man, that's a head-scratcher for sure.
Thank you so much for sticking with it and helping me (hopefully) fix this! I really appreciate it. I hope you still enjoyed the game, save for all the technical difficulties :]
Oh of course, I have high praise waiting in my video series I'll be releasing slowly :P Well, one theory I'll have is whether or not you'd think that my monitor having a high framerate / hz of 120-144 could be making it so certain frames are skipped? I know many RPGMaker games are 'sped up' or things just get wonky if the code in certain engines, sort of have a failsafe against various computer types that correlate with hz/fps's that are really high. Otherwise, that 'fix' sounds like it should be good, my gameplay, I believe part 2 or 3 when I release it, will show what I did and what happened and didn't happen.
Cool! I look forward to watching your videos! And I think your theory is probably correct. That might also explain why the dialogue boxes can be skipped so quickly. Hopefully this patch coming up addresses and fixes all the problems. Thank you again for your help!
Just wanted to say that I loved the demo, keep up the good work!
Thank you so much! Glad you enjoyed it :D