That sounds great! I have a few fixes I need to make to the latest version, but I can send you a version in a couple of hours. Thank you for your time!
I am now looking for testers for the intro and the endings.
Here’s the breakdown:
Intro: 30 commands, very light puzzles; searching a storage room and going to a party.
Pre-endgame: 70 commands, puzzleless; go to a museum and attend a party
Ending 1a: 100 commands, 1 hr. medium-hard puzzles, but all are based on earlier puzzles in the game. I can provide a list of what the earlier puzzles were.
Ending 1b: same as 1a but in second person. Everything is the exact same except for textual variations.
Ending 2: 100 commands, medium puzzles. Escape game (not escape room).
This is the last alpha testing! After this is over, I plan on going to beta mode (and maybe do a new thread).
I know IFComp is still happening and so is ectocomp. I’m not above bribing; if there’s something you want me to do that is equivalent in time (testing your game, reviewing a game I haven’t reviewed yet that’s not erotic, giving feedback on an idea, an hour of math tutoring in any math class up to graduate core classes, etc.) I’d be happy to trade.
My time frame is about the end of IFComp. I expect testing the intro and a single ending to take 2 hours. I’d be happy to get testers that just want to test the intro, or just the ending. If someone wants to give story critique, I’m still trying out how to give emotional weight to the endings, which is currently lacking.
Thanks!
Edit: I’m not too worried if finding testers is slow. If people aren’t interested or have enough time to test, they won’t be interested or have enough time to play! So I don’t plan on releasing the game until it’s thoroughly tested. I’ve also reached out privately to a couple external testers.
I’m willing and eager to test.
Thanks! I’ll message you!
Me as well!
Thanks, I sent messages to people who wrote. I really appreciate it!
I’ve updated the github to version 55 based on feedback from 3 testers:
(to get to the ending area in general, you can type GONEAR ARAWN and run through the long puzzleless part until it tells you to save).
Changelog (not complete):
-Allowed the player to climb down a cliff in ending 2 using a rope if they are holding the rope or it’s in the room, even if it’s not tied to the player or already hanging down the cliff.
-Changed the makeshift barricade in ending 2 into a vehicle so the player can walk around it like a tank
-Added a little more direction and oomph to the deadly thing in endings 1a/1b
-Fixed a bug where player could not see when trying to hug inaminate objects
-Tons of missing periods and double spaces and its vs it’s
-Fixed missing descriptions
-Players can no longer smuggle baklava out of their nightmares
That just threw me off
Baklava bakeries of Gaziantep rejoiced at this news.
I was moving a player between what was (8
In one ending) a dream and a reality, and I noticed one beta tester’s inventory had some baklava in it still; that’s how I found out I wasn’t clearing out inventory when they “woke up”
Updated to version 56 to fix a small bug: previously, the conversation tutorial was broken, as the game told you to look at your Topics inventory and nothing was there, and TALK TO did not list you possible topics.
Updated to version 57:
This one contains numerous bug fixes (mainly from @Doug_Egan but also a few others). Changes include:
-adding an invisible jail cell
-changing the name of your portable barricade
-adding invisible room exits back in
-making it so the cable can’t infinitely stretch between rooms
-adding a description to the room when holding a cable that is attached to something in another room
-adding a description when holding something tied to something in another room
-many new synonyms
-Many bugs and typos fixed
-When the game says that not taking the radiation suit will kill you, it’s no longer joking.
We’re getting close to the end! I’ve had two people test each ending. The ideal would be to get people testing it and saying ‘I don’t see any bugs’, but that could be hard to get right now, so I’d be happy with 1-2 more testers for the end before IFComp ends.
My plan once IFComp ends and the final alpha testing is done is to do a private playthrough and then make a big chart of all ten levels with a goal of 3 people testing per level, and try to recruit enough people to test the final that all checkboxes can get filled (which would mean either 30 people testing one level each or 3 playing the whole game). If I can get all those boxes full and at least one person playing through the whole thing before Christmas, I plan on releasing it the week of Christmas. Otherwise, I’ll just release it when the testing is complete.
Updated to version 58:
-Tons of spelling and grammar fixes after running new areas through spellchecker.
-Fixed a bug where a topic had the same name as a command, so could never be spoken
-Fixed a bug where removing a metal support after you put it in gave you back the wrong thing
-Fixed many misleading error messages
Not as many issues this time, I think we’re pretty close to beta. I’m going to do my own playthrough starting tonight or tomorrow.
I go on traveling next three weeks so I will be able of doing some tests. I feel this mega game will be published around Christmas time.
My personal play test has finished a little more than half of the game, and so far there aren’t very many bugs to see, thanks to all the helpful beta testers!
In other news, Version 59 is out.
-Significantly minimized delay. The game should be a lot faster now in most areas.
-Rewrote almost every part of the rope code to use attributes instead of relations.
This made the game much faster, but now a lot of the rope code is untested. I’ve been testing it for about 4-5 hours, but of course someone else could be useful. Anyone interested in playing, teleporting to the rope area, and just messing with it for a while?
If you don’t get anyone in a day or so, ping me…
Same as John. I can anytime, really…
Closed per @mathbrush request in preparation of a new beta testing topic for this game coming soon.