Nicer transitions

A good friend of mine gave me some excellent feedback on his playthrough of Travel Sickness, and pointed out some bits that were confusing or buggy. So I went back in to smooth out the room transitions: rooms now appear and disappear in a less jarring fashion, and I put in hints when you try to leave through a door without doing the required dialogue.

Suddenly those infuriating adventure-game messages ("you can't reach that!" "you don't really want to go there!") make a lot of sense from a usability perspective.


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15 days ago

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