zulman: Thank you very much! You got me to look into Telegram.
Stuntddude: I appreciate your feedback. I've been waiting to see if anyone would go ahead and complete the game.
In response to your points:
- I did a fair share of testing the appearance of the text, so I'm curious when/where you're getting it in the wrong order. I'm guessing it has to do with revisiting some rooms that I wasn't anticipating the player revisiting at certain points.
- This game is inspired by text adventures and point and click games of the past, in which eccentric solutions are generally the norm (consider a game like Maniac Mansion, in which one of the unlikely ways to win involves building a radio system that can contact space aliens.) The waiting room solution is actually my favorite in HH:O, though I get that it isn't necessarily the most likely solution--I consider one of the key features of these games is that a bizarre solution is sometimes the right answer after all.
- Since the LD34 release, I've retooled the help system so that the game's logic and commands are given a brief introduction (actually, I did this today!)
- I'll fix that Sid bug for sure. The Quest engine can be quirky when it comes to timed events like that one. I didn't think too much about it because I didn't expect anyone would return to the waiting room. What I might do is just put up a message like 'Why would you want to go back there?' if the player tries to go back.
- The lack of extra dialogue is due to the time constraints of LD. I have quite a bit more dialogue written down.
- I'll look into the direction issue you mentioned. If it's concerning the hallways, that's because I'm operating under the idea that the hallways are very long, and I didn't want to put in extra hallway rooms in which there wasn't much for the player to do.
- The Sparky thing isn't a bug as far as I can tell, but I'll look into it.
- Because of LD time restrictions, closing objects wasn't something I spent too much time on coding. I assumed that most players wouldn't even bother closing items, but I'll fix that in future versions.
Thanks for all the feedback. The humor style might be considered the 'selling point' of this game, so I'm glad you appreciated it.