If youYeah but for that you need to movethe elevator, and as said before I couldn't jump up the shaft to reach the override.
stuck your legs in the machine, then you can
If youYeah but for that you need to movethe elevator, and as said before I couldn't jump up the shaft to reach the override.
Help, Dir, a bunch of other commands don't display anything, the up and down arrows automatically input my previous commands before I even get a chance to look at them, etc.
Same thing is happening to me. Makes me sad.
Anyone who finished it already give me a rough estimate on time to complete? Shorter the better in my opinion, I like concise packages I have the time to complete rather than sprawling play-forever games.
And although it's been said this game is lighter on narrative than GravBo/30FoL, whats the split like between story/puzzles. I'm a lot less interested in a game that is purely coding puzzles.
Best example I can suggest is I really enjoyed The Witness for it's connective tissue between puzzles, but I know I wouldn't enjoy Stephen's Sausage Roll.
blinking to fire a gun will never get old
Best example I can suggest is I really enjoyed The Witness for it's connective tissue between puzzles, but I know I wouldn't enjoy Stephen's Sausage Roll.
-In the last puzzle timing the weever to switch off the 4 lasers in the floor!
-In the last puzzle timing the weever to switch off the 4 lasers in the floor!
I managed to skip this completely by just shooting the glass roof where the controls were, ha.
Did you do it all from the deck? I wanted to do this level in only one string but I kept messing up the lasers part so I just ended up doing all the level with only blinks
As for that mechanic I mentioned, it looks pretty apparent thatI'm pretty curious about why that is, might dig into the game some more with dev commentary are.it was cut from the last half of the game. In fact, that level from the gif in the OP is cut (unless there's a secret I'm missing, there's something in that towers level...) but can be accessed by going through the debug console.
Yes, that use some wait commands or else the activation times wouldn't work. It was somethink like:
datajack 0;wait(1);datajack 1;jump;wait(1);datajack 0;wait(1) datajack 1
Seems like rather than having multiple people, Chung used those missions as a tutorial and then gave your character all the tools and abilities, to streamline the pacing
I wish that the batch files were saved between levels, I definitely could have used one to deploy/connect the autogun easily.
I think that particular level might have just been for the presentation, or maybe might have morphed into one of the aerial levels.Yougaining all their abilities is precisely why I think a lot of it got cut (or went into significant prep work that he decided not to finish), not to mention the missing airship level, and the fact the observer vr goggles remain despite not really needing them at all.
I could see it definitely see it being cut for pacing and/or being too complex since it drastically changes the scope of things.
But I am curious what the point of being able to reposition the extraction waypoint is. Has anyone used that?
I think that particular level might have just been for the presentation, or maybe might have morphed into one of the aerial levels.
But I am curious what the point of being able to reposition the extraction waypoint is. Has anyone used that?
Don't know if you've already seen it but there's a good tip that I saw on twitter, use beep() to signal when your wait() ends. I might try to set up a single string with beeps, looks like it would help with not being synchronized enough with your commands.
Also hoping modders will play with this
If youjump by holding jump + w. gotta face the highlighted green ledge is all :]stuck your legs in the machine, then you can
I just wished there was more programming'esque missions. I thought the
[Spoiler: Introduced mechanic mid/end game]The multi role missions, scout, engineer etc were really strange, and didn't fit the theme / overall mechanics of hacking.
I've seen some discussions about it on the Steam forums, so hopefully yeah! I've tried a bit myself and I have a couple of ideas but I've never made mods for games before (apart from the visual stuff in Stellaris but that's almost integrated in the game itself) so I'm still getting used to the tools.
Also, there's an update with bug fixes (and oranges!).
I'm at the last mission at the very last part with the brainbox where there is a vent pushing upwards but it can't seem to propel the weevil all the way to the datajack. Any help?
Anybody else just hit a brick wall in terms of progress in themission? Every part of it just seems cumbersome as hell, and I have no idea what I'm doing.Gravity Yank
I've had to guide that peice of shit weevil to the same datajack at least a dozen times, then awkwardly place the air vent in front of the safe, bump into it... and I have no clue. The alarm goes off, the safe (or at least a yellow outline of it?) is where it claims it needs to be... and the mission keeps going. If I go into the next building, a turret kills me. I am totally lost as to what I'm supposed to be doing, and the lack of any mid-mission save really kills my enthusiasm to give ti another try.
But...SSR is better than The Witness.
I'm at the last mission at the very last part with the brainbox where there is a vent pushing upwards but it can't seem to propel the weevil all the way to the datajack. Any help?
Think it's possible to have fan-made maps and missions added in?
Sweet!It's very possible, BlendoGames put up a tutorial on Steam that walks you through making a map that you can test immediately in-game.