Hi Andrew! I'm having fun playing this, but I ran into a bug that I think is making it unfinishable. In rot13:
Ragrevat gur pbzznaq "uryc pneq" nsgre svaqvat gur xryc (uneq) tvirf gur fgnaqneq "uryc" erfcbafr ("URYC vf n ovg nzovthbhf. Vg'f abg pyrne ubj zhpu uryc...") vafgrnq bs genafsbezvat gur xryc vagb n pneq, nf gur jnyxguebhtu fnlf vg fubhyq.
I also noticed a bug with the hints in the Streaky Cove; after finding the key object there, the hint said "You are done here", even though I hadn't yet done the crucial action.
Thanks for the report! The culprit was a build error. I'm sorry about this -- I recognized this sort of thing happens if I put too much off, but I may've tried to add too much. https://andrewschultz.itch.io/big-deal-oh/devlog/1507726/version-110-i-uploaded-... has the details. TLDR is I moved puzzle mechanics code from the west side room to the east side room but forgot to move the description code until a tester showed me and I fixed stuff.
You're not the first person to report this, and a voice in the back of my head told me not to add too much on the final day, even if it was relatively low-risk, especially since I always seem to find a way to bungle uploading stuff to Itch.
The TLDR is that you can see the end in the new version by typing TESTJUMP PERCH to get to where you have 26/29 points and are just south of the gate, and the rest should work, with the scenery you ROT13'd now in the correct place to the east. If you use the old version and go west and type your command, you'll get a point but (small voice) I delayed typing the conclusion in until the final day, so it just says "Narrative text." So I think it's better just to see the end with the TESTJUMP command.
I'd have gotten away with doing stuff so close to deadline if I'd just remembered to run a certain script. Because I didn't, I pulled an old version of the HTML file I compiled at 8 AM, not the very latest. I compiled just before 7 PM, which had a lot more low-risk things I implemented on the final day including implementing a lot of objects. (I could/should have uploaded a new build immediately once I fixed the bug! And I didn't give myself time to check the published-on-itch version. There are so many ways I could've worked around all this!)
The hints were also targeted with the final day's changes and so did not make it up. They still may be a bit wobbly. It's a long story but TLDR is, I had the HINT _ code rely on the number from X ME, and the I checked this *before* the loop for giving hints. So the game did very badly about offering hints when the next act wasn't a point solving action.
I have a testing command that shows the results of typing HINT each move, and I'll need to use it during a walkthrough to catch straggling cases.
Thanks again for finding good bugs. The HINT was a feature I thought I could build on, given that I cut/pasted a lot of code from other games. And I realized there would be some confounders. But there were more than I thought.
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Here's a minor bug report:
nsgre trggvat gur fbyq thvqr naq gur pbby cyna, tb gb gur Bhgre Gbjre naq glcr UVAG. Nccneragyl guvf tvirf n zrffntr gung V'ir "snyyra guebhtu gur uvagf", jvgu gur ahzore 55.
Hi Andrew! I'm having fun playing this, but I ran into a bug that I think is making it unfinishable. In rot13:
Ragrevat gur pbzznaq "uryc pneq" nsgre svaqvat gur xryc (uneq) tvirf gur fgnaqneq "uryc" erfcbafr ("URYC vf n ovg nzovthbhf. Vg'f abg pyrne ubj zhpu uryc...") vafgrnq bs genafsbezvat gur xryc vagb n pneq, nf gur jnyxguebhtu fnlf vg fubhyq.
I also noticed a bug with the hints in the Streaky Cove; after finding the key object there, the hint said "You are done here", even though I hadn't yet done the crucial action.
Thanks for the report! The culprit was a build error. I'm sorry about this -- I recognized this sort of thing happens if I put too much off, but I may've tried to add too much. https://andrewschultz.itch.io/big-deal-oh/devlog/1507726/version-110-i-uploaded-... has the details. TLDR is I moved puzzle mechanics code from the west side room to the east side room but forgot to move the description code until a tester showed me and I fixed stuff.
You're not the first person to report this, and a voice in the back of my head told me not to add too much on the final day, even if it was relatively low-risk, especially since I always seem to find a way to bungle uploading stuff to Itch.
The TLDR is that you can see the end in the new version by typing TESTJUMP PERCH to get to where you have 26/29 points and are just south of the gate, and the rest should work, with the scenery you ROT13'd now in the correct place to the east. If you use the old version and go west and type your command, you'll get a point but (small voice) I delayed typing the conclusion in until the final day, so it just says "Narrative text." So I think it's better just to see the end with the TESTJUMP command.
I'd have gotten away with doing stuff so close to deadline if I'd just remembered to run a certain script. Because I didn't, I pulled an old version of the HTML file I compiled at 8 AM, not the very latest. I compiled just before 7 PM, which had a lot more low-risk things I implemented on the final day including implementing a lot of objects. (I could/should have uploaded a new build immediately once I fixed the bug! And I didn't give myself time to check the published-on-itch version. There are so many ways I could've worked around all this!)
The hints were also targeted with the final day's changes and so did not make it up. They still may be a bit wobbly. It's a long story but TLDR is, I had the HINT _ code rely on the number from X ME, and the I checked this *before* the loop for giving hints. So the game did very badly about offering hints when the next act wasn't a point solving action.
I have a testing command that shows the results of typing HINT each move, and I'll need to use it during a walkthrough to catch straggling cases.
Thanks again for finding good bugs. The HINT was a feature I thought I could build on, given that I cut/pasted a lot of code from other games. And I realized there would be some confounders. But there were more than I thought.
Thanks for the update! Just finished it, and had fun replaying to see the graphics notes! The art is always a highlight of your Adventuron games.