Aha! The problem I had was that I was walking very slowly into the room with the ice cube, which meant it froze me before I had made it all the way to the point where the guide explains it. When I picked it up to try it again (and the water fountain issue is definitely fixed now!), I walked in at normal speed, which did in fact keep me gliding up to the cube (to get the explanation) and past it.
Tahnan
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Is seeing ice supposed to, well, freeze the game? It's thematic, but it's also kind of annoying to have to reset the level every time you accidentally look at ice.
Also, while I was edging my way south down the fire while facing east, I kept dying--I guess a fountain just slipped out of my line of sight? Even though I was still facing a row of them? I think this a cool concept, but I worry that what exactly counts as "within the field of vision" is too fiddly.
...and now I'm stuck again, but not in the "error in the system" way, just in a "what am I supposed to do from here" way. I've got four arrow keys and the space bar, but there's a block in the air that I can't move down far enough to reach; and getting back to the start requires giving up the up-arrow to take the elevator-block, but then needs an up-arrow to get past the walls.
(Also I put the spacebar in Experiment 3 and got...a mini-sunglasses guy, but no controls.)
On the one hand, it's very pretty.
Unfortunately, that's also its biggest flaw. I knew I needed to make a shovel, and I had part of one but needed a long piece of wood, and the scenery is filled with long pieces of wood that look more like the body of a shovel than the 2x4 that had screws in it. There's nothing to distinguish "this is scenery" from "this is meaningful": the shelves you can click look just like the shelves you can't, the dirt you can click looks just like the dirt you can't. So it's less "think through the escape puzzle" and more "run the mouse over everything looking for something to do".
And while the puzzles had a certain internal consistency--poke holes in the barrel to drain the water so you can get to the contents; use the pliers and wire to make a lockpick--they didn't have external motivation. I clicked on the pliers and the work table, and nothing happened. I clicked on the wire and the work table, and...for some reason I could put it there. I used the pliers on it and...I had a lockpick, but nothing told me I even wanted one. (Other than a lot of locks, and the lockpick didn't work on most of them.) Same thing with the barrel: sure, it had water, but there was no logic to tell me "you want to drain it" (as opposed to "you'll find a bottle later that you need to fill with water"), so there was no reason to poke it with the awl.
It's actually worse than that: if you do press "enter", you're inserting a new line. I just lost several minutes typing the right command and clicking "enter" because I'd previously tried something else, hit enter, and it looked like I had an empty box--but no, I had the previous text there, scrolled up a line.
Vullinius, it'd be great if that's a thing that can be fixed--at the very least, clear the box after clicking so that the old text isn't there, maybe.
Yeah, it's...the thing about LLMs is that often they're very bad at analyzing language. (See the entire "how many r's in strawberry" discussion/meme.) I think before a game like this can really work, LLMs have a long way to go [and, full disclosure, I'd personally suggest that "into the garbage" is where they should go...].
Mmm. It's interesting, but I'm not sure it's working? My main strategy was "just copy what someone else said", which was great until the last round, when I got:
"After analyzing all responses and behavior patterns, I determine that Fred is human. Fred copied Charles verbatim, indicating lack of originality typical of a bot."
So the second sentence says I'm a bot...and therefore I'm human? Hm.
Sadly my losing level-1 answer was overwritten, but I was dinged for not following the rhyme scheme, which I absolutely did. (That's the point at which I decided to just start copying someone else's answer.)
I don't know, is Case of the Golden Idol just based off Return of the Obra Dinn?
I think you could call both CotGI and this game "Obra Dinn-likes", but I think that this brings very different things to the genre (for starters, it has artwork that doesn't make me want to shut down my computer). I really liked this one.
> fast-paced platforming
...with five minutes of dialogue before you can get to it...
I don't think this is a "metroidvania", even a lite one. It's completely linear; there's not even much exploration, with levels that small.
And the message...makes no sense. How do "exodus", "from", and "earth" suggest coordinates? What's "altitude" in space? What even?