#Feedback Thread

1 messages · Page 1 of 1 (latest)

restive frost
#

So I started streaming the early access and have been writing down any bugs/typos/issues/feedback I have down while I've been doing it. I know that I can report things here or via email, but it's going to be kind of long-form and detailed so I was wondering if it would be better to detail things in the body of the email or to email a word doc? I will also be including screenshots and a link to my playthrough video with timestamps for things that are not easily screenshotted (like movement issues).
EDIT:
This is where I will be keeping logs of stuff!

worthy dagger
#

For the typos, they will be fixed in the future as the game gets updated. Everything else you can feel free to put in this thread (it will keep everything concentrated in one spot if you're concerned by the length of your feedback)

restive frost
#

Perfect solution, thank you!

restive frost
#

Youtube video of gameplay: https://www.youtube.com/watch?v=fAuTkxiaMNY
Dialogue
Character Limit?
The longer strings of dialogue seem to cut off at odd places, due to what I can only assume is the character limit for each dialogue box. In some cases, it's barely noticeable. In others, it's pretty clunky and disrupts the flow. Definitely a quality of life/finishing touch fix. I marked down the ones from this stream but I won’t mention it again if I run into it in the future.
Timestamp (Ben Mushroom Log Dialogue): 1:24:40
Timestamp (Detective Show, Spring 4): 1:51:00, 1:53:04
Timestamp (Pufferfish Company Cutscene): 2:00:24

Misplaced Dialogue Code
So far I've only seen this on two dialogue boxes (and in the same section, so possibly only in one place depending on how y'all have your code set up), but there's instances where the dialogue box's name box isn't properly populated (seems to default to the 'main' speaker) and instead the name and dialogue lines are both in the body, wrapped in what looks like HTML brackets (not sure if y'all use HTML, so it could be something different).
Timestamp Detective Show, Spring 4: 1:53:55

Typos/Grammar

  • I'm not going to include things like capitalization issues, and things that seem to be just the way NPCs talk. Feel free to ignore this section as you DID say that these will be fixed, but I figured I'd go ahead and point out the ones I found anyway.
    Letter on Spring 3 from Sunny and Eleanor: “Come pay Eleanor and I a visit at the Beach Shack.” Would read better as “me and Eleanor”.

10132022 Coral Island

NEW GAME JUST DROPPED (EARLY ACCESS)
▶ Play video
#

Letter on Spring 3 from Sam: “That is a WHOLE 5 EXTRA compartments than basic tool belts!” Probably meant to be “more than basic tool belts”.

#

Intro Cutscene for Sunny & Eleanor: “Remind me a lot of myself.” Probably meant “Reminds me”.

#

Intro Cutscene for Scott: “I knew the town really needed the extra fund to clean the oil spill.” Probably meant “funds”.

#

Intro Cutscene for Scott: “So I went back to my folks to cool down and think about what I’m going to do next. That’s when I realized I had two options.” The tenses don’t agree here, most of this is in past tense, but the middle portion (I’m going to do) isn’t. I think it should be “I was going to do next”.

#

Wakuu Intro Dialogue: “It’s pleasure to meet you.” Probably meant “It’s a pleasure”

#

Game of Cones (Spring 5): “that throne doesn’t look very comfortable, isn’t it?” Maybe meant to be “does it?”

#

Aaliyah Spring Dialogue?: “nothing beats eating outdoor.” Probably meant “eating outdoors.”

#

Light Cutscene: They will open your eye…” Maybe meant “eyes”?

#

Interactions
Can’t interact with the Cavern Entrance before it opens, despite there being a prompt. (I assumed there would be a sign I could read.)
Timestamp: 51:45
Can’t interact with NPC fishing, despite there being a prompt. (I expected a line about him being busy.)
Timestamp: 1:04:15

Bugs
Jim Entrance
Unsure if this is actually a bug or if it was intentional. When the cutscene at Sunny & Eleanor’s place is triggered and Sunny calls to Jim, there is about a 20-25 second loading pause before Jim appears. If this is NOT intentional, it could be caused by Jim not being in the building/scene at the start of the cutscene. (He was outside, walking in when it happened to me.)
Timestamp: 1:19:00
Also unsure of if this is a bug. After the cutscene is over, while Jim is working in the kitchen, there is a whirring noise that sounds like a power drill? When I thought about it a little later I realized it might have been a blender but it seemed like an odd noise at the time.
Timestamp: 1:22:30

Blacksmith Building Inside
The brick layout of one of the display cases (to the far left) sticks out. Not really distracting or anything. Also there’s a small object in the distance of the void to the left? It looks kind of like a door maybe? Not sure what that is.

#

Vineyard Greenhouse Inside
Same door/object in the distance to the left.
Sorry, forgot to get a screencap of that one, but it looks like its the same as the one in the picture above.

Walker Shaking
When Walter is sitting outside his house and the player exits the Vineyard Greenhouse, he shakes briefly before settling in where he’s supposed to be.
Timestamp: 2:09:00

Sam Red Eyes
During the intro cutscene for Sam’s store, his 3D character model has red eyes. After the cutscene is over they look normal. I have a screenshot below but I don’t think it shows it well. It looks almost like his eyes are missing/didn’t load in? Not sure what could have caused it.

#

Museum Entrance
The entrance to the museum will only register as being interactable at a very specific spot.
Timestamp: 2:34:55

Mine Holding Glitch
When mining with a full inventory, I found the hole to jump down right as my character picked something up from inside a rock I broke. I had already interacted with the hole to jump down, and the animation of the item played and the item got stuck in my character’s hand. When I arrived at the next level, I was unable to interact with anything. Discarding an item did not fix it. I was able to fix it by switching to my sword. Whatever the item was, I lost it.
Timestamp: 2:50:15

#

Community Center Intro Glitch
When entering the community center with the intro cutscene, the camera is shaky when it first loads in. However when this glitch occurred, I was streaming and had clicked off to the side, off the game screen, onto a different monitor. I don’t know if that could have caused it.
Timestamp: 3:00:38

Scott Gift by Tree
When giving Scott a gift at the tree below the Lab, he kind of jumped around to get to me. I think it might be an animation interruption maybe?
Timestamp: 3:10:20

Suggestions/Feedback
Alice/Suki: While I was able to piece together that they knew the player from when they were all children, I’ve seen others say that it was very confusing or even mistake their initial introductions as bugs. I think that could be fixed just by adding something to the effect of “its been years since I saw you last” or something to indicate that their lines (Suki in particular) aren’t referencing a more recent meeting.

restive frost
#

Unsure if this is a bug or intended! The dog is in the water fountain. The first time I saw it I definitely thought it was a bug, but the second time i saw it it looked almost like he jumped in the fountain. Figured I'd point it out just in case it was a bug!

#

Near the caverns, where there's a monkey on a log, it floats over the log sometimes instead of staying on it

#

Feedback Thread

restive frost
#

https://www.youtube.com/watch?v=Pa2jdS1YxnE

Pidgeon Disappearing
The Pidgeons all disappear when the player walks through them. Can't tell if this is a glitch or if there just isn't an animation for them flying off yet.
Timestamp: 00:18:35

Walking on Produce Shelves
When you go at the local produce side in Sam's shop at a specific angle, you can get on top of the display area.
Timestamp: 00:52:55

Caught on the Lookout Edge
When you're at lookout edge, if you run down the stairs at a specific angle, you get caught on top of the edge.
Timestamp: 02:10:30

11122022 Coral Island

Playing some more Coral Island!
▶ Play video
#

https://www.youtube.com/watch?v=BIFGcdw-JKY

Walking through Frank's Moped
No collision with the moped, but it DID move after I tried talking to him, so if there's no issue normally then that might be the cause.
Timestamp: 01:37:00

Mason Jars look full when they're broken?
Might be intentional. When you break an empty mason jar, while it's shown on the ground before you pick it up, it looks like its full of stuff (like when you're making pickles)
Timestamp: 01:47:20

11172022 Coral Island

PABLO'S BIRTHDAY!!!!!!!!!!!!!!!!!!!!!!!!!
I HAVE HEARTS WITH HIMMMMM
▶ Play video
restive frost
#

Okay so normally I'm streaming when I play, but this time I was playing on a personal save file. (So I don't have video/screenshots this time).
Passing out from exhaustion:
I was catching a bug with my stamina too low and passed out. I got the cutscene in the clinic, but when it ended, the cutscene restarted and showed JUST my farmer, Charles, and Yuri (no background or other objects, just black) and the dialogue replayed. When I checked my letter the next morning, I had TWO letters about passing out. I am unsure if I was charged twice, but I assume so since the charge is associated with the letter as far as I know

#

Retrieve Missing Tools:
This function from black smith duplicates my watering can, pickaxe, axe, and hoe when I use it. I THINK they have to be in my storage for the duplication to happen (like it puts it in my inventory but doesn't remove it from storage perhaps?) but I'm not 100% sure it doesn't happen with the items in the inventory. There doesn't seem to be a way to get rid of the extras.