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Finished Final Level In LOI2 Remake

Posted: Nov 6th, 2016, 02:22
by DwayneA
Today, four years after starting, I have finally completed the levels of Unfinished Business. But if you think this means the game is ready for release, not quite. Sorry! I still have to finish writing the story, make some final polishing and playtesting. Also, someone suggested better installation that they could help me with.

For now, check out the updated blog with info on the concluding level.

http://loipp.blogspot.ca/

Re: Finished Final Level In LOI2 Remake

Posted: Nov 20th, 2020, 02:01
by eqagunn
Played through the second part as well. Again on Fresh Supply on Still Kicking.
Here are the issues I encountered. Most of them are thanks to playing on Fresh Supply probably. :D

E1M2
It's possible to walk through every instance of these rows of trees that are supposed to block the path.
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E1M2
Jumping into this pool ports me back outside of it while still somehow staying under water.
However, jumping into it with noclip ports me into another pool further down the path. One way only.
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E1M4
These gates can be opened without the eye key, and the guy that used to drop it no longer does so.
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E1M4
Thought solving both puzzles will open these gates, however didn't end up being the case and couldn't find a way.
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E1M5
The torch has completely different SFX from the other ones and feels unfitting.
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E2M3
The bridge above is casting 3D shadow.
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E3M2
These items are not collectible and become invisible when viewed from some angles.
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E3M3
YT videos show this boat was supposed to flow to the shore. It just stands still at this spot now.
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E3M5
Strangling hands placed in between those pillars are mostly stuck there. Sometimes they unstuck.
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E3M4
Window textures on top of the organ?
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E3M5
Flickering texture. Invisible when viewed from some angles.
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E4M1
High starting spawn results in 26 HP damage.
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E4M2
Was one of these supposed to be counted as Super Secret maybe?
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E4M3
Non functional skull switch that becomes functional in the next level confused me at first. Feels so wrong. Additionally, moon switch opposite of it would fit much better down next to these doors it opens.
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E5M1
Starting spawn makes me fall out of the plane and die hitting the ground. Requires voorhees to survive and lot of backtracking with eva galli (and onering) to get to the intended starting point.
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E5M2
High starting spawn results in 47 HP damage.
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E5M3
High starting spawn results in 171 HP damage.
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E5M3
All puzzles in this level need skull reset to skull (where skull is needed) in order to work.
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E5M4
High starting spawn results in 104 HP damage.
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E5M5
High starting spawn results in 74 HP damage.
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E5M5
Total secret counter is wrong.
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