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This is what Leah says when you get the key but try to go to the woods first (see attach). And this is what she has always been saying. Please, pay attention.
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Post edited March 26, 2018 by Gingertips
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Gingertips: This is what Leah says when you get the key but try to go to the woods first (see attach). And this is what she has always been saying. Please, pay attention.
Wow, not sure how I missed that on my first playthrough. My second one I explored the area fully and didn't even try going to get the tea first. Methinks I need to pay more attention and not get lost in the atmosphere so much. No wonder my first run was frustrating at times lol
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fataliomega: 3. Dropping the magnet in the hollow at the top of the tree in order to get the missing piece to the grandfather's locked chest, was a guess. Seemed a little bit random.
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Gingertips: We're currently solving all of those logic puzzles troubles and hope it'll get much better with the next update.
I am currently looking for the missing chest puzzle thingy, but i can't find it.
throwing down the magnet seemed pretty logic to me, but nothing happened, so eventually I went to check out some walkthroughs online, which showed the exact same magnet-hole solution, i already tried.

I got pretty confused, ended up skipping through all the walkthrough-videos, getting spoilered all over the place, but to this moment I know pretty much everything, except where to find the missing piece. I thought it was a bug, so i came here.

Maybe to avoid confusement for other players some short comment like "throwing down the magnet won't work", would help.
Hiya!

First of all, thank you for keeping to work on this game despite the Kickstarter letdown.
It's cute, beautiful, and nostalgic in the best of ways. :)


I wonder if you plan to have a bit more of an intro sequence in the full release of the game.

I think including that little "Leah on the train" sequence, which you included as the first seconds of the trailer video right here on GOG storepage would make the beginning more... whole.
And it would be a shame to leave the beautiful art of this scene behind.

Maybe after the current view of Leah sitting and watching the scenery outside the window, we could also add something like her taking another look at the letter from grandma and smiling, and/or have her start getting up because the station is nearby?

This of course would be the moment switch to the in-game view and have Leah step out like today, nothing needs to be added here. :)
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tvorsk: Hiya!

First of all, thank you for keeping to work on this game despite the Kickstarter letdown.
It's cute, beautiful, and nostalgic in the best of ways. :)

I wonder if you plan to have a bit more of an intro sequence in the full release of the game.

I think including that little "Leah on the train" sequence, which you included as the first seconds of the trailer video right here on GOG storepage would make the beginning more... whole.
And it would be a shame to leave the beautiful art of this scene behind.

Maybe after the current view of Leah sitting and watching the scenery outside the window, we could also add something like her taking another look at the letter from grandma and smiling, and/or have her start getting up because the station is nearby?

This of course would be the moment switch to the in-game view and have Leah step out like today, nothing needs to be added here. :)
+1 this. That trailer video was beautiful.
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tvorsk:
Great idea +1!
+1 :)
We were planning to add the full intro with the full release of the game.
I just played the game and sensing how much care went into it I would like to leave my feedback. I really liked the game, it is very, very beautiful. The animations are smooth, the backgrounds are amazing and the items are well designed. I had no trouble with the interface, though it took some getting used to the eye icon being used for every interaction.
My trouble with the game was with the plot. [SPOILER] why was the "let's make tea" quest so long? There was nothing at stake for the better half of the game. Why so many items to gather? It's just tea... are the fox people really so picky when it comes to tea? There is very little to learn about the characters and the world in that part. We get to know Corsak, and that's it. The plot only moves forward after we get all 5 ingredients. It could be less.
The important bit is when grandma gets sick, and we only gather 2 ingredients before going to the lake. If she can do with 2, the tea could do with less. The player needs to feel that what they're doing is important. Making tea is not. [SPOILER END]
Also, why so many screens with nothing to interact? There are two screens between the burnt house and grandma's house with nothing to do on them. It's ok for now, since it's the beginning of the game and it's a slow start, but i hope that later in the game this happens less. Empty screens should only happen when the challenge is to navigate a maze or if it's a hub screen that connects several places at once. A good example is in secret of monkey island in Melee island. There's the main street that is a hub for the many areas of the town and the empty screens of the forest maze. Putting too many empty screens in a game will frustrate players.
Talking about what I liked, the chest puzzle was AMAZING! The way it was used for getting across the game's mythology while at the same time having a gameplay mechanic attached to it was incredible, and the comtents of the chest were also relevant. Grandpa's workshop as a whole was my favorite part of the game, we got to know him better than every other character, even though he was never physically present.
Also liked the knife, hope it gets used a lot. It's rare an adventure game that gives the player such an useful item that would make sense for the character to have. The fact that it's a family heirloom makes it an even better item because it fits the plot.
Can't wait to know Leah better and the rest of the world around her. It's a good game, hope the rest of it is even better!
Do you got a date for the final release?

I just love adventures like this and can't wait for the final game ^^
I got the game yesterday, I've just finished it and I loved every single minute of it! :)

No bugs to report, everything worked perfectly.

This game is lovely, I played the whole time with a smile on my face. Loved the art, the characters, the music, the sounds, the writing, the puzzles, the little things like the loading screen, the "options" button looking the same as the wooden fox figurine needed to open the chest, the cursor turning into a paw when you can interact with something. It's been a while since I liked a new game so much. I can't wait to see how the story continues, this is already high on my list, but I'm sure once completed this will belong together with my all-time favorite adventure games.

Oh, and that Dark Side of the Moon album inside the chest? That just made my day!... Pink Floyd is my favorite band. :)

Great work, really, my compliments to the developers. Best of luck for this game and all your future projects, I hope we will get many games from you.
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Ratchet_Clank: Do you got a date for the final release?
Supposedly it'll be in mid-2019.

Also, thanks everyone for your feedback.
And when did you started?
First idea, concepts?
What are the further plans of the studio?
It's a beautiful game, congratulations! I wish I could offer more constructive feedback, but don't think I have much of use to add; I got stuck trying to get Corsak to open his door — that was just me being obtuse, though, since the answer (and the tips in the diary entries) are obvious in hindsight. At that point, I started going combinatoric on several places, like the bees, and I thought one of the ways to defeat them just elicited a beep at that point in time, but replaying the scene I found out that she does comment and I was merely misremembering things.

Just to make sure, items like the suncatcher, the ball or the swing don't actually have any use, do they? Or did I just miss a part of the game? It's fine to have some useless items, but they seemed to have a common theme which implies they were used in some puzzle. And I guess they may become important later on, but the currently implemented game still does not have that content.

In any case, congrats again! It really is a great game.
Hi!

I played the game on Steam. I thought it was really good. It made me think of the good old days. The graphics, puzzles and story building are top-notch.
A couple things though...
1- Fast travelling would be great. In P&C adventure games, I like to be able to use a map or to right-click on a path to "teleport" to the next screen (or, at least, to be able to do that after I traveled the entire screen for the first time: like, the first time I'm doing it, I can discover everything around me, and, when I come back, I don't have to do everything over again).
2- I thought it was weird that I should right-click to skip dialog. A left-click would have been more logical to me, but maybe that's just me.
Again, congrats. It was great. Looking forward to play the final version. :)
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joemonsters: Hi!

I played the game on Steam. I thought it was really good. It made me think of the good old days. The graphics, puzzles and story building are top-notch.
A couple things though...
1- Fast travelling would be great. In P&C adventure games, I like to be able to use a map or to right-click on a path to "teleport" to the next screen (or, at least, to be able to do that after I traveled the entire screen for the first time: like, the first time I'm doing it, I can discover everything around me, and, when I come back, I don't have to do everything over again).
2- I thought it was weird that I should right-click to skip dialog. A left-click would have been more logical to me, but maybe that's just me.
Again, congrats. It was great. Looking forward to play the final version. :)
1. We are not planning to make fast traveling in our game.
2. You can change the button for skipping the dialog in the preferences. We use the right mouse button to omit the unintended dialog skipping.