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Think Outside the Box ~ Triweekly challenge

logobox.gif


Welcome to the world of Boxes! Please leave one of your dimensions at the door, then come in and stretch your sides. Comfortable? Good. Now, let's get down to the nitty gritty.

Why should you stay in the world of Boxes? Well let me give you a few reasons.

room.gif

All the brain-busting fun of an adventure game. Prepare to scavenge for leaves, string, CDs, splints and whatever else you can get your greedy... hands?... on to find your way out of whatever room you may be stuck in.

win.gif

Of course, if your brain gets too busted, there's always an easy way out. The game is about finding the most ways out of each room as possible, but if you get too stuck, you can always just skip to the next room. What’s that called? Ah yes. Non-linear.

boyorgirl.gif

Amazing character customization. Choose your gender and name! I like the bow, even if I am a male. No-one’s judgmental in the world of Boxes!

monster-1.gif

Face the most fearsome of foes. As you have been known to say, “Jerks. The world's greatest obstacle.”

grippingstory.gif

And of course, an absolutely gripping story. Feel the aching heart of a box stuffed down in a dungeon by his or her own parents. Feel the intensity of certain characters’ all-caps writing scratching against your eyes. And feel the excitement of a lock finally opened. I warn you, they jump.

Not convinced? I’m going to hand you over to our well trained staff to see if they can finish the pitch.

boxboy.gif
Hey. I’m Boxster. I’m like, the pinnacle of manliness. I’m a cool shade of blue. You like cool things, right?

boxgirl.gif
That may be so, but I appeal to the female demographic. My name’s Boxette. I have a bow.

boxboy.gif
I’ll admit, that’s one snazzy bow.

Sold yet? Great!

It's available here! Make sure you install the fonts! If you don't know how to, or if you can't, then you can simply have the 2 fonts open in the background.

~This advertisement brought to you by The Tri-weekly Challenge! Tri your luck today!
 

Numb

Member

Introduction
Alright, first of all, I must say hello. Now, let's get on with the game. Even though most people hate this type of game; not necessarily the gameplay, but the graphics, I find these paint graphics slightly intriguing. You will be bashed with people saying your graphics are bad because they are too stupid to realize they're supposed to be that way, but be strong.

Critique:
Story?
There is not necessarily a story for this game, but in a dungeon crawler type game like this, I don't find it necessary. I find the 'box world' interesting, and (some what) original.

Characters
Being able to choose characters is always a good part of a game; however, I think you should make these characters 3-D boxes rather than 2-D boxes. Blue and pink for the character's colors is also a good decision, and the bow is a nice touch. ;)

Game
The gameplay looks interesting and pretty fun, but the maps hopping up and down looks quite chaotic and should be made more smooth. The graphics of course, are pretty... low class and I think you can make them a little better but still keep the appeal of the game. The multiple-escape possibilities is also very interesting and I find that appealing. That's pretty much all I can judge on for now.

I hope you read this critique and at least think about my opinions. Unfortunately, I will never get to play this game because I do not have a computer available that I can download this on, but I am sure it will end out good if you keep improving and listening reading critique.

Edit1:
I made a tile for you to give you an example.
2mg5laq.png

Though still very simple and keeping the same feel, it has some depth to it and is a little easier on the eyes. Example:
25z40me.jpg

Actually, I would be willing to make you some new tiles if you would like. Just ask.

Edit2:
An idea for the character set. Again, still low detail, but doesn't look like it was made by an 8 year old.
1974vb.png

I only have the downward sprite for it right now, but I can finish this if you want me too and make a girl one as well.
Example on tiles: ((Notice: This was saved as a .bmp so the tiles and character are lower detail than the real sprites.))
98fxip.jpg

Just trying to help. This game has potentiality and I would be willing to help you win.

Edit3:
Just showing how it would look while walking (Bounces across the floor)
5542775a8624006441f7773697d94cd1.gif


Edit4
Well, I wasn't going to work on this anymore and wait for your response, but I got bored. So I added a door and made a new tileset example.
Tiles:
2cfctoi.png

Map:
mt15rm.png


Edit5
I'm having too much fun with this. :toot:
Added some more tiles, of course the doors can be made into events if necessary.
Tileset:
10o3fat.png

Example:
ca7438ceb07d92b21ae1760af917e37a.gif

Note about example:
This is actually the down sprite; and it's jumping to the left. There will be a different sprite for left movement...

Edit6
Probably my final edit of the day.
I redid the forward sprite, new example:
d89c61d3e62a6717331adba9964f40c6.gif


Edit7:

Forgot to say; the characterset and tileset pictures above aren't formatted properly, I have formatted them correctly now; so if you want them, just ask.
 
@Numb
I doubt anyone that stupid is able to get on HBGames, or if they do, they will be a HUGE laughing stock.

Anyways back on topic,
this game looks neat I must say. It's quite funny, the font looks munchy and fit for these kinds of light games, and the people look good. I mean seriously they look good.

Also Numb's sprites looks awesome aha.

For now I'm having difficulty finding a thing to critique in, unless you think the graphics needs reworking ha.
 

Numb

Member

King of Hearts":tr5lp8co said:
@Numb
I doubt anyone that stupid is able to get on HBGames, or if they do, they will be a HUGE laughing stock.

What? >>

King of Hearts":tr5lp8co said:
Also Numb's sprites looks awesome aha.
Thanks, and they're less hypnotic and have some depth. Poke probably won't use them though. :[
 
Dear Numb,

Thank you for your efforts in bettering the world of Boxes! They are much appreciated.

I will have to agree that some “hoo-muns” may not be able to get their heads around the very basic feel of our land. They can’t, as we(and they!) say, “think outside the box”.

We all have stories in our lives, be us a box, a “hoo-mun”, or a “rack-oown”. But not all stories were meant to be told. We find this is very much the case in the land of Boxes. Take out of that what you will.

I passed on your message about characters to Boxster and Boxette. They seemed pleased, but Boxster seemed slightly annoyed that Boxette’s bow always nets her an extra comment. Never mind him though, he can get a bit moody.

I am glad that you like the idea of multiple ways out of each room. We felt that otherwise people may get lost, and besides that, it helps to have more than one exit if traffic becomes too great.

We see that you have done some paintings of how our world could be improved. We find these riveting – you are quite the artist. We have hung them up on the wall and stuck them to the fridge. We really wish we could draw like that.

The reason we don’t, however, is that we have a very strict deadline. The 22nd of April, in your “hoo-mun” days, is the exact date our world is due mto open to the general public. We feel that over-detailing will set us back on this goal.

Also, please rest assured that our bouncing world looks much better in real life – we only had enough film to take two photos for each part, but the bobbing is far less choppy from here.

Sincerely,
The land of Boxes Customer Service

----

Dear King of Hearts,

I have sent the rest of the staff you message and it has been a huge morale boost. Thank you!

Sincerely,
The land of Boxes Customer Service
 

Numb

Member

@King of Hearts:.
It's happened before.

@Pokemaniac:.
That's another 13 days, and I've already done half the sprites for you! You don't have to worry about details; I can do it for you. I can actually finish the tileset and charactersets tomorrow.

Edit1:
Here's the tileset that works so far.
du2wj.png
 
Dear Numb,

Mail arrives quickly these days, doesn't it?

The problem here is that this will not be a one-room world, and there is a lot to be said for being able to make drawings on the fly for these kinds of things. There are also things to consider such as obtainable objects. Overall, from a convenience perspective, having one species working on this game is more conventional. We do respect the effort you put in however!

As a side-note, some of the staff have been complaining that the sounds running through our world can be grating on the ears. I personally oversaw sound design so I can empathize with them. If anyone wishes to contribute some "Dot Midis" as we call them around here, we would be most thankful. We won't be picky. At all.

Sincerely,
Land of Boxes Customer Service
 

Numb

Member

Sigh. Yet I have nothing to do and I don't have rpg maker to make my own games now. By obtainable items, I assume you mean you need icons? I can make some good icons in less than a minute. Seriously. Give me a list and I can pixel it all tomorrow. Give me a chance? If all fails you can still use your graphics. :)

Edit1:
Despite the fact that you've decided not to use them, I am still going to try and persuade you because this is probably the most original idea right now, but I'm worried you will get too much criticism on the graphics. So, I added the plant to the tileset and I finished both protagonist's charactersets. Here's a tile example, if you want what I have so far, ask.
2eeby15.png

Note: This is when Boxette is jumping to the left onto the next tile as they hop around to move; that is why there is a shadow and why she is in the middle of the 2 tiles.
 
You are now tuning in to – Square Wars!

“Luke, I am your ~”

~Pzzzzt~

We’re interrupting this broadcast to bring you a special announcement!

boxboy.gif
Aww man! Now I’ll never know what he is…

Hello, this is Sally Straightline bringing you urgent news. There have been recent reports that a box has been able to escape the first room in the world of Boxes using every exit.

boxboy.gif
What?! No-one ever told me about this-

We are crossing over live to the supposed adventurer.

boxgirl.gif
Hi.


boxboy.gif
Hey?! What? Not cool!

Hello Boxette. Describe your ordeal to us.

boxgirl.gif
Well, the director of the world of Boxes project approached me yesterday. He gave me exact directions on all the ways out and got me to test it out for me. I went through all five.

How would you describe the experience?

boxgirl.gif
Fun!

boxboy.gif
Why her? Why not me?!

Do you have any idea why you were chosen for the role over, say, your blue friend?

boxgirl.gif
The director said it was the bow.


boxboy.gif
I need to get a bow.

So how long did it take you to do?

boxgirl.gif
About 10 minutes, with the guide. Although there was about an hour worth of breaks, since I had to constantly call in the maintenance team to fix things up. The hardest thing for them to get right was the pyrotechnics.

Thank you, crossing back now to the news room. Sally?

Hello again. When asked earlier for proof, Boxette showed us this photo of the event.

proof.png


We had an interview with the director – who wishes to remain anonymous – about this breakthrough. He said he was “pleased”. When asked what this meant for the world, he said “it means that on the 22nd of April, there will 100% for sure be something available to experience. He said he’d be disappointed if there was only one room in the world, however.

~BBBZZZZZZZZZZTTTT~


boxboy.gif
I don’t think I want to watch TV now. It’s stupid.
 
About mah criticizums:
I don't write reviews, I start conversations. Let's talk about your game for a while. I'll start off with this post and I'd like to know what you think of the things I said. We'll go from there and if you have information you'd like to have from someone who previously wasn't exposed to the title I can provide that sort of data as well. We can keep this conversation up until I get a new partner for next month. I do warn you that I am very actively involved in working on Star Ruler so I may not be available at all times to discuss things but I will do my best to provide you meaningful, coherent, and relevant feedback you can turn around to use in making your game even better.

THE CRITICISM (take a deep breath, this might pinch a little!)

Premise:
You're a box in a dungeon filled with puzzles, sent there by your parents to 'get creative'. It's fun, quirky, and matches the gameplay provided. It's not over-elaborate and it fits in a one sentence pitch: Good premise.

Core Gameplay Idea:
Though I did play many a text adventure game back in my younger days I was always frustrated by text-adventure games and their silly solutions. It seems that you're parodying that, which nets you some initial points here -- but if the core gameplay mechanic is so bedraggled that you offer an option to 'speed through' the game by clicking a button, it should probably see some improvement before release. I assume you're offering that option because the game's rooms seem to be generated on-the-fly (if this is not the case, then you might want to re-examine the necessity of that mechanic and examine whether you may do this).

Where the tire meets the road, you (and everyone else) have to walk the tightrope of the Adventure Puzzler. The fun of the gameplay comes in discovering new areas, solving problems by yourself, and a sense of accomplishment over adversity. The best titles in this genre have a very sharp eye on their Humor and wield it expertly. The major detractor of that style of gameplay comes from being unable to solve a problem (thus your skipping mechanic), a problem having an utterly off-the-wall solution which could not be easily discovered through means other than desperation, or being unable to locate the items that the player requires to proceed and, most majorly, a puzzle having only one correct solution.

The limited detail of your game's environment gives you wiggle room to create really bizarre, interesting, and multi-solution puzzles. You should exploit this to its fullest and use that low resolution and super-high contrast to create a plethora of puzzles with modular solutions. Scribblenauts exploited this very same scenario by giving modularity to the solution of a puzzle and was infamous for it because having multiple solutions to puzzles as a core gameplay mechanic is relatively unheard of in the puzzle genre and would be a good area to explore in the context of this sort of rapidly-developed game.

Also, I would like to say that you have a great opportunity to expand into procedural generation with this game. If you're already doing so that's great but if you're not, consider it at least. I understand that the time constraints you're under may not allow you to do as such but this sort of game has a couple of unique competitive edges which would allow it to easily get away with that sort of gameplay.

Presentation:
I enjoyed the fun updates you put up in your thread. They're great and you should continue doing them; it's a refreshing take on a traditional 'devlog'.

I would've liked more representation of core game mechanics in your posts. Thing such as: Is it linear or are the levels generated; how many solutions are there to problems; how long/how many rooms is the average game; and so on. Keeping them secret in this case just builds weariness of the title in advance as people fill in the blanks with whatever they think you're going with. Best to catch them early and retain their interest than risk them making dangerous assumptions and being turned off to the game.

I'm a little turned off by the core gameplay as presented. While the game's art is quirky and the whole aim of the game seems to be to parody other games in its vein of game, the actual gathering of things for them to be used in specific orders and objects doesn't appeal by its own these days if there's no more meat on the game's bones than that.

If there's a unique edge to the game you need to put that up in your posts to let people know 'yes, you'll be grabbing these random objects and using them on these random things -- BUT OCCASSIONALLY ONE OF THEM IS A MOTHERFUCKING DRAGON WHO WILL BURN YOUR SHIT: Also, you can be eaten by the dragon if you guess too many times wrong a solution in a room and by the end of the game the dragon can be called upon to eat enemies that get in your path as you try to be creative' as that will indicate to them that you're doing more than a quick and dirty game. That will add value and re-playability to your product while also mitigating the inherent boring-ness of collecting items and using them to solve puzzles. Reward your player for using their noggin.

Your game is very colorful and vibrant but it does look a little harsh on the eyes. Perhaps tone the brightest brights down a bit so that your players don't get eye-strain or add a 'shadow' to things.

Thematic Coherence:
Total coherence. Your game looks like your game the whole way through. I might suggest changing your font just to be a bit more readable but it's not a major issue. The theme is quirky and vibrant representation of 'dull' things and I think you've hit just that. I'd like a little more detail on things but I won't complain as long as you're not using that as an excuse to not design levels that work really well with the fact that everything is extremely low-detail in mind.
 
Dear Firgof Umbra,

The director saw your message(actually he just saw the bulging envelope and knew it was important!), and so he answered it personally. I find his speech incomprehensible and I will insist on testing him for drugs later, because there is obviously something very wrong with him.

"Hello!

Firgof Umbra":eow4twon said:
About mah criticizums:
I don't write reviews, I start conversations.

I write letters. =O

Let's talk about your game for a while. I'll start off with this post and I'd like to know what you think of the things I said. We'll go from there and if you have information you'd like to have from someone who previously wasn't exposed to the title I can provide that sort of data as well. We can keep this conversation up until I get a new partner for next month. I do warn you that I am very actively involved in working on Star Ruler so I may not be available at all times to discuss things but I will do my best to provide you meaningful, coherent, and relevant feedback you can turn around to use in making your game even better.
No problem! I’ll be sure to give an equal reply to Star Ruler. ^_^

THE CRITICISM (take a deep breath, this might pinch a little!)
I can dish it and I can take it.

Premise:
You're a box in a dungeon filled with puzzles, sent there by your parents to 'get creative'. It's fun, quirky, and matches the gameplay provided. It's not over-elaborate and it fits in a one sentence pitch: Good premise.
Thank you! If you couldn’t tell, it’s an excuse plot. =)

Core Gameplay Idea:
Though I did play many a text adventure game back in my younger days I was always frustrated by text-adventure games and their silly solutions. It seems that you're parodying that, which nets you some initial points here –
Actually, I wouldn’t call this a parody, but now you mention it, the resemblance is there.

-but if the core gameplay mechanic is so bedraggled that you offer an option to 'speed through' the game by clicking a button, it should probably see some improvement before release. I assume you're offering that option because the game's rooms seem to be generated on-the-fly (if this is not the case, then you might want to re-examine the necessity of that mechanic and examine whether you may do this).
Actually, the game’s rooms are pre-made. You access each level through a main room. Going through one of the doors takes you back to the main room and adds to your score. The option is really there so that
[A] If you use an item that you need to get a solution in a way that gets it destroyed or used up you don’t have to fuss around finding a new exit
And
To sort of show off the fact that there’s more than one option.

Where the tire meets the road, you (and everyone else) have to walk the tightrope of the Adventure Puzzler. The fun of the gameplay comes in discovering new areas, solving problems by yourself, and a sense of accomplishment. The best titles in this genre have a very sharp eye on their Humor and wield it expertly.

I agree 100%! I haven’t played a whole lot of Adventure games, but certainly all the ones I’ve liked have had all of these things. I’d like to think my game is funny, but it’s hard to judge your own humour…

The major detractor of that style of gameplay comes from being unable to solve a problem (thus your skipping mechanic), a problem having an utterly off-the-wall solution which could not be easily discovered through means other than desperation, or being unable to locate the items that the player requires to proceed and, most majorly, a puzzle having only one correct solution.

The limited detail of your game's environment gives you wiggle room to create really bizarre, interesting, and multi-solution puzzles. You should exploit this to its fullest and use that low resolution and super-high contrast to create a plethora of puzzles with modular solutions. Scribblenauts exploited this very same scenario by giving modularity to the solution of a puzzle and was infamous for it because having multiple solutions to puzzles as a core gameplay mechanic is relatively unheard of in the puzzle genre and would be a good area to explore in the context of this sort of rapidly-developed game.
Why, that’s exactly what I have done. Each room has no less than 5 solutions(although one of them is the open door). Using any of them will allow you to move on, but you can go back and find the rest. I guess this is comparable to gold stars in Scribblenauts- You run through using God and Pegasus the first time and then go back and beat it with the more meticulous methods. This is the same as exhausting the obvious ways out of each room and then going back and finding the other, more obsure ones. So that way, you get the joy of solving an obscure puzzle, but if you start getting bored, instead of quitting the game or getting a walkthrough you can move on and think about it later.

Also, as one last feature for combating the inherit flaws in these games, when you find a solution you get points based on the obscurity. You can spend these points on hints to lead you in the right direction.

I won’t lie – even with all this, some people will get frustrated and they will quit. But I feel I have done what I personally can to solve this without making the game a cakewalk(well, it can be a cakewalk if you want it to, but then you’ll only ever find 1 of the exits.)

Also, I would like to say that you have a great opportunity to expand into procedural generation with this game. If you're already doing so that's great but if you're not, consider it at least. I understand that the time constraints you're under may not allow you to do as such but this sort of game has a couple of unique competitive edges which would allow it to easily get away with that sort of gameplay.
I wish I had the knowledge to do this sort of thing. =/ But I will say, I find random games to lack character – after all, it makes it hard to write with any context.

Presentation:
I enjoyed the fun updates you put up in your thread. They're great and you should continue doing them; it's a refreshing take on a traditional 'devlog'.
Hehe. I don’t know what inspired this but it certainly is much more fun to work with than a normal page. =P I was trying to make a page where people don’t just skip to the screenshots and then leave, and then when it came to replies, I just had this idea. =P

I would've liked more representation of core game mechanics in your posts. Thing such as: Is it linear or are the levels generated; how many solutions are there to problems; how long/how many rooms is the average game; and so on. Keeping them secret in this case just builds weariness of the title in advance as people fill in the blanks with whatever they think you're going with. Best to catch them early and retain their interest than risk them making dangerous assumptions and being turned off to the game.
Ah yes. I tried to get this information out there, but some of it may have been lost in translation. In fact, it seems a good bit of it was. =/

I'm a little turned off by the core gameplay as presented. While the game's art is quirky and the whole aim of the game seems to be to parody other games in its vein of game, the actual gathering of things for them to be used in specific orders and objects doesn't appeal by its own these days if there's no more meat on the game's bones than that.
Well, as discussed above, there is. =)

If there's a unique edge to the game you need to put that up in your posts to let people know 'yes, you'll be grabbing these random objects and using them on these random things -- BUT OCCASSIONALLY ONE OF THEM IS A MOTHERFUCKING DRAGON WHO WILL BURN YOUR SHIT: Also, you can be eaten by the dragon if you guess too many times wrong a solution in a room and by the end of the game the dragon can be called upon to eat enemies that get in your path as you try to be creative' as that will indicate to them that you're doing more than a quick and dirty game. That will add value and re-playability to your product while also mitigating the inherent boring-ness of collecting items and using them to solve puzzles. Reward your player for using their noggin.
I find this bit a little confusing to be honest. Can you restate this for an idiot? ^_^

Your game is very colorful and vibrant but it does look a little harsh on the eyes. Perhaps tone the brightest brights down a bit so that your players don't get eye-strain or add a 'shadow' to things.
Hmm… Actually I should really do away with that yellow. Thanks!

Thematic Coherence:
Total coherence. Your game looks like your game the whole way through. I might suggest changing your font just to be a bit more readable but it's not a major issue. The theme is quirky and vibrant representation of 'dull' things and I think you've hit just that. I'd like a little more detail on things but I won't complain as long as you're not using that as an excuse to not design levels that work really well with the fact that everything is extremely low-detail in mind.
I agree that the font can be hard tor read at times but I love it to death and it pretty much sums up this game. =P But otherwise thanks!”

That is what he wrote. If you can understand any of this gibberish, good for you. Otherwise, we’re sorry for letting this madman answer you.

Hoping for the best,
World of Boxes Customer Service
 
Dear World of Boxes Customer Service,

This is a statement concerning my abilities to play this product.
Because of unfortunate circumstances, my computer is unable to install any customized fonts.
I've already searched for the solutions several times, and besides one trial program that installs fonts to the computer, has been unsuccessful at installing any more fonts.
Because of this, I regret to inform you that I am unable to run this product, and will thus be unable to vote for your project in the Triweekly challenge.
Know that this is no fault of yours.

Sincerely and with apologies,
Daxisheart
 
Dear Daxisheart,

Don't worry! There is a solution and a Plan C!

If you open the two fonts in question (Babycakes and Juice ITC), all text in these fonts will be dislayed. If this doesn't work, I have another idea.

It's good to see someone using proper letter structure!

Sincerely,
World of Boxes Troubleshooting Committee
 
I tried it out and have to say it was a lot better than I expected (that's a compliment). As it was a timed contest, I won't harp too much on graphics. But I must say, slightly better lineart and more legible fonts (don't get me wrong, it was cute, but just blehasdfjk) would take little time and make it MUCH easier on the eyes.

Graphics aside, the puzzles and dungeon-solving were intriguing and fun to figure out. Though I still have yet a number of exits to find, the basics were pretty simple and logical. Trying out all the possible combinations reminded me of my own text-based adventure, heh, and of the complaints that there should be a comment for every single combination/use, whether or not it worked (though you will probably receive this comment just as my laziness permitted me to... ah, no matter).

I did encounter a few bugs, such as the occasional failure to transfer maps (in the 2nd room, after trying the locked door for the 2nd time) and the anti-climatic freeze after I tried to use a Bible on the ghost :boo: . It would also be nice if leaving a room transferred you right out the door instead of the lower left starting place.

That's all I can think of for now, so I'll try my luck again in a short bit. Hope there's some rewarding ending after I find the rest of the exits.
 
Dear Regi,

We are always glad to exceed expectations!

We realize our world can be a bit harsh on the eyes. We are really sorry for any eye-problem caused by this. We advise you to wear sunglasses.

We would like to have everything to have a custom message, but then 80% of the developement time would be making messages that are never meant to be seen. There are a few hints you will find if you use the wrong item however.

We are glad you enjoyed exploring our world. Everyone on the development team loved your world greatly - we even recommended it to friends!

We would like some more details on the failure to transfer maps. We can't think of any reason this would happen.

The ghost glitch has been fixed, however for the time being, we suggest you save before flicking the switch. Please remember that the game will only freeze at that point if you were using the wrong item. We're terribly sorry for the inconvenience, we were so busy patching up one problem with that part that we forgot to test what happens if you use the wrong item!

If there is ever a re-opening, all problems mentioned here will be fixed. Thank you for taking your time to explore our world!

P.S. You may find what lies at the end funny or anticlimactic. We hope it's the former!

Sincerely,
World of Boxes Customer Service
 
I tried out your game, and really liked the gameplay. Getting back at stone was so satisfying :box:
My only complaints are the pure black/white - it hurts the eyes so much I had to stop playing after a while, and the tiny font used by the (sound box?) - I can't tell what it's saying.
 
Howdy silver wind,

You thought you'd gotten rid of me? Well I'm afaid to say, I'm back. I'm not exactly happy about what you did to me - it was cruel and a little bit inhumane. I'd keep one eye open, if you catch my drift.

I'm glad you enjoyed being around, though! The team would really like you back. If it's all too harsh on the eyes, just go into the graphics folder and change the autotiles to something bareable. I hope to see you swing 'round again!

Best wishes,
Indiana Stone
 
The fail-to-transfer bug is in the 2nd room, if you pick the lock and go through the door a second time (and get "Of course, you already tried this method").

I've only got one more door for each room, and I've checked all the hints, but the last ones are escaping me. Any clues to the missing ones?
 
Dear Regi,

Thank you for this information! The problem is easily fixed, and if we ever remake our world, this will not be an issue.

I will send you some hints through personal mail later.

Sincerely,
World of Boxes Customer Support
 

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