#213
Post
by Beckett » Thu Mar 28, 2019 6:20 am
Hi, first I just want to say that I've loved what I've played of the game so far, especially getting to know some of the background characters from the first game (I really wish I'd had enough money to fund Luke's route; so glad someone else picked it up). Thanks for letting us play test the game.
I tried to do some searching through the threads before I posted some of the things I found while playing, but if I repeat something someone already brought up, I apologize.
In the introduction to Professor Grabiner, Gary Stu comments that Grabiner is “originally British, he still holds an accent…” I might just be reading it with the wrong emphasis, but it just sounds a little strange, like something happened and now he's Italian or Russian, instead of that he just doesn't choose to reside there anymore. So maybe "originally from Britain, he still holds..." instead?
Right before entering his dorm room for the first time, Grabiner tells Gary Stu that his parents "sent belongings ahead." Then, in the next line, Gary says "I walk ahead." Maybe change one of the aheads to something else?
I was taking the third exam, and I had the spell window open (with the list of all the spells I'd learned) and I accidentally hit the "give up" option. I was pretty much out of options for solving it, so I confirmed that I gave up, but when it returned me to the detention hall the spell window and the spell menu remained on the screen, and they stayed there, on top of the dialogue and background, until I cancelled out of them. Should there be an auto-close feature for it if you leave the dungeon for any reason, or should it be impossible to choose an option from the left-hand menu if the spell book is open?
When Damian requests a Saturday date after the Dark Dance, I think Saturday and enrollment are misspelled.
Those are the only places that really seemed like bugs or fixes, but I do have a couple of "wish-list items" and plot questions after playing. I'll put them in spoiler text, just in case:
When you get the gift from William after initiation, it would be nice if it would show up in your inventory as a wearable item.
When you examine yourself in the dungeon, is your response supposed to change depending on the personality traits you've acquired?
After Thanksgiving, I wish you had the option to go Black Friday shopping at the mall (or if you do, I never triggered it). Maybe that could be a secret option to reward players that haven't spent any of their allowance up to that point? Of course, the items at the mall should be discounted a bit (it is Black Friday!)
One thing I always wondered in Horse Hall was what year Donald was in; some places in the text referred to him as a freshman, but some of the conversations made it sound like he was well-acquainted with Grabiner and Potsdam, and he had lots of knowledge about school policies and practices that seemed like experience speaking. It's been awhile since I played it, so I can't recall if any of the later updates addressed that or not. It's made clear in Wolf Hall that he's a freshman like Virginia, but the mystery is kind of the same: if he's older than his sister, why are they in the same year? Was there a specific reason why he waited? Or is he being forced to repeat the freshman year for some reason? And if he's a brand-new freshman, did he get his knowledge from William, or through other means? It would be great if there was some kind of conversation in this game, or even a throwaway line, that kind of pointed out why Donald seems so much more experienced in Iris Academy-related subjects despite this being his first year.
Thanks again for making Wolf Hall!
The only thing we have to fear is fear itself...and spiders.