It took me a while to figure out where Nexus puts the readme also, ha. I guess it's simple for anyone familiar with the site but yeah, I was just expecting it to be included in the download. I've moved that part into the main description now.

It's strange how inconsistent and user-specific these issues I'm testing are. The sound, crafting and initial skillset-mixup are all very much present when I test. Yet none of them presented for you. Which is great I suppose (for you in this instance), it just leaves me uncertain about believing the mod is fine for releasing.

I'll definitely look into that font change thing as I do agree about the line-numbering making the transcriptions feel unpleasantly cramped. I'd like to keep the numbering, for the reasons I mentioned.


Again, only read if finished with experimenting yourself.
With the fire and the rat, my goal, or hope, is for the player to talk to the rat whilst the oil is burning, so I gave the rat quite a long dialog nest. Then for the player to explore more until they hit the "spotted the key" trigger. The main problem stemming from that is the player can spot the key just by panning the camera around, instead of moving Lou himself. I cant quite find a neat solution. I absolutely don't want Lou to mention the key to the rat if the player themself hasn't noticed it, hence the inclusion of the overhead text near the door. I toyed also with adding a short 'sparkles' FX on the key to accompany the moment Lou triggers the "spotted the key" text. Food for thought, certainly, so thanks. With regards to the fire itself, the duration of burning is troublesome as it's tied to the lifetime timer of the oil itself. I need the oil to stick around as it's a fail state if it disappears without being ignited.

Glad you like the troll language payoff. As you describe it ("this discrepancy is stupid... ooooooh! i get it.") is precisely how I wanted it to play out for the player.

And your comment on the pen/journal. Now I might be misunderstanding here, so forgive me if so. It sounds to me like you only saw the 'ESCAPE FROM SMALCATRAZ' text in the update. If so, that's the 'quest title' (for want of a better term) and you can click that to expand for more information. I dislike this, but it's innate to how the game handles Journal entries I think. I'd much rather it showed both title and update text expanded by default.

You probably don't want to try again. If you were to though, I'd suggest checking out that quest text, clicking on the mattress in the cell if you didn't already (the bed thing is perhaps my favourite thing in the mod) and with the bucket, it's an item you can use while in combat with the spider (the spider's angry you took his bucket, ha). The bucket thing is completely optional, but it works rather neatly, even if the spider moves around the cell. Oh, and you missed four books by the exit/chests. Just some creator notes. One of the books gives the player a little treasure hunt.


Escape From Smalcatraz: Steam/Nexus. Forum thread.