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I just bought the game today, i started it up and i was confused by the in-game camera being too big i was missing out on the bottom screen text. i couldn’t find anything to configure my display area so i’m here.
💻PC steam (italian user). Ver. 1.7.79954 🕹️Arcade mode: Survival ⚙️Used parameters: Little Islands, linear Arthur No permadeath* Normal difficulty *There are two reasons if I have specifically chosen not to use permadeath and especially small islands: The gaming experience (at least for me that explores every single area to get as many objects as possible) takes a lot of time, and is quite difficult with a permadeath that prevents you from saving. I believe it is appropriate to implement an algorithm in which the player can only rely on automatic saves and that these are invalid as soon as there is death in the game. I had a very annoying bug: sometimes, when I change island (even with fast travels or in the bridges), the game stops in endless uploads that force me to force the game to stop, and therefore lose the game in progress. I repeated the mode 3 times, and after the umpteenth loss of the game, I decided not to use permadeath. I still had some infinite saving during the session I am reviewing, I could only enjoy survival until the end thanks to "no permadeath". ---------------------------------- GAME EXPERIENCE the game was very satisfying from a gameplay point of view: I had to make various choices during my game (what to leave and what to bring with me, on what to enhance, etc.), although I believe that all the parameters given to the single objects must be absolutely respected even in the story mode (a single berry cannot completely satisfy the character hungry 🤦♂️). I've already talked about it here. It will be interesting to test the mode again even with Sally and Ollie . However, I cannot criticize Arthur's pre-set voicelines, which are all taken from the story mode, which makes me skeptical of not correcting this very marginal detail. Another note is that of having practically all the same shelters, differentiated only between the village and the garden district, more variety should be introduced. Gameplay note to the editorial office of the O'Courant: in the secret office of the manager, there is the stuffed dog (with which it is impossible to have an interaction) is the Holy Yam that catapults us into a world containing two white bobbies (super dangerous) ... but why ?! There is no reward inside the landscape, but only dangers. it was frustrating to have nothing in return after facing the two bobbies, and the panorama that presents itself is not a valid reason to risk losing (especially if it is in the first island 😤). BUG NOTES The names of the shelters are all the same (Eel Pie 1 or Wraxhall) and there is considerable confusion when using fast travels 😵. Some objects of the game are marked as "mission objects" (such as the ephemeral linen or the mechanical extractor), and take up a lot of inventory graphically speaking, making it impossible to be able to remove or sell them. Sometimes the sound of golden piles, masks and bridges do not disappear, and continue to make noise. Some citizens of the village (especially the workers) have no hair. it is expected? QUALITY DETAILS I'm a big fan of your commitment and your growth path. I know how you grew up and I know that the steps have been enormous. However I want to help notify the (not rare) problems of generating elements on the map. Surely you are doing your best so that there will always be more, but I beg you to work on it until the end. At least make sure that they no longer exist before concluding the "We Happy Few" project and move on to another one. The details are important 😉 seeing these glitches makes the potential buyers of the game skeptical, and it's really a pity 😥. The same goes for the ragdoll: the positions of some NPCs on the ground are really absurd. and this does not make us think "it is ironic" but it does say "well, it seems there has not been a study on the matter" ... it doesn't make me laugh to see these bodies land like this 😕, it just makes me think about how it would have been better to have bodies with more realistic joints and coherent with the human anatomy ... or, to be able to make better use of the environment with them: why I cannot hide the bodies of the victims in the tanks, in the closet, etc. (all places I can hide), but only in trash cans? Or even the fact of having people fainted forever: there is no difference between being killed and stunned. ------------------------------------------ Thank you for reading the feedback, I will try to send you other feedback (I wait for the fix at the DLC! No solution proposed by Gerabox's assistance or by e-mail has worked! 😥)