In this case I’ll make sure the price is so high that no more than 100 people can afford it. 
one way or another, they need to be 100!
In this case I’ll make sure the price is so high that no more than 100 people can afford it. 
one way or another, they need to be 100!
This cutscene is a mild spoiler so it can only be seen by @tasse-tee, @ZakPhoenixMcKracken and @Guga and maybe @Sushi and maybe @Frenzie :
“Mom, look! I’m chopping the wood!”
(and no, this is NOT how you chop the wood, but is a good attempt
)
I was imaging the parasole of a more princely color, I.e.:

I’ll try to see how that looks in that dark scene 
Hahaha, that’s great! 
My question is: is it there just to *beep* with the player, making them think they solved the chopping problem?
Or does it have an effect in the adventure? Because I didn’t notice any, maybe in part 2…
The effect is only to open up the passage to part 2
(and beep with the player :))
Some puzzles here only affect the passage of time… great design, I know 
(I feel that requiring every puzzle to be useful for another puzzle (puzzle chains) leads to very contrived puzzles. I am not a fan of puzzle chains. I only use them when they come up naturally, out of the story. For example: first van helsing , then dracula, then the holy grail . ).
I remember the first time I played, this was the last puzzle I “solved”. Maybe in this scenario, Camilla should suggest going back to the square to listen to the news after the player changes location (instead of straight after the cutscene, so as to not reduce its humorous impact). Otherwise the player might keep looking for ways to chop the wood, when they can’t actually make any more progress on this in part 1.
good idea. if it’s the last puzzle you solve, I can just add a new objective “go to the square and listen to the news”, which will tell you that the passage is open.
oh no… I just had an idea for another UI … I almost hope this won’t work, or I’ll have to redo everything for the sixth time!
Basically it’s the same UI as in the screenshots, but it’s no longer in a popup window., You click directly on the room and in the inventory (which now does not only contain objects, but also concepts and characters you met).
From another point of view, basically it’s a scumm where your verbs are much more complex. a verb can be “make someone wake up too early with something”, or “hide inside something in order to see someone”. The advantage over the previous UI is 1) that you click directly on the room or in the inv. It is more direct. no popup window where you compose a sentence. 2) the last click is always on a room object or an inv object. It feels much more like you are manipulating objects than composing sentences.
I’ll see if it works with all puzzles, and if so I’ll do some mockups 
Just drop me a note as soon as I can test/return to the game. ![]()
Yeah man, I know… at this point the goal is becoming farther and farther… 
And it’s been giving some server error for weeks. I want my money back! 
what ? server error? let me see…
what do you mean? It works perfectly. You probably forgot that the url ends with /Index?lang=en
the domain isn’t enough 
I see. 
I just assumed it was because of your interface renovations.
Ouch. No, the old version is still working
If you don’t want to interact and play around with the world, it’s still good. It lacks the newest cutscenes , the new room, and a tiny bit of logic to resuscitate Dracula in some cases… but you’re past that.
Nooooooooo! Stop it!!! ![]()
You’ll see… the new UI takes up most of the screen 