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shelmurray123
shelmurray123 - - 3 comments @ White Day 0.47 [Update]

I suppose you could change it to the "Won't move" message, or if possible, disable the message entirely once the door is open.

Another thing I forgot to mention... In the new building, there's this door at the end of a hallway that requires a yellow keycard, and when you open it, you see a scene with a key stuck in the ceiling. That scene spawns the janitor. I ran to another floor, and was surprised to see all the items I had picked up reappear, such as the map. I left the building and came back, and they all disappeared (saving and reloading probably works, too). Likely present in the original, but worth investigating anyway.

By the way, is the "Diary" menu really called like this in the original? I found that name a bit weird given that it's just a collection of documents found throughout the game.

Edit: I remember being confused when one of the notes referred to "L-Rods". Apparently, you renamed the item in a recent update, but the file still uses the old term. That reminds me, I once ran to 3F in that building and the janitor spawned on the roof and opened the door, allowing me to enter without the key. Could allow for some interesting sequence breaking.

Good karma+1 vote
shelmurray123
shelmurray123 - - 3 comments @ White Day 0.47 [Update]

Just reporting a few issues:
- In the first scene with the 2 girls, one says "You're are".
- The door that leads to that scene is initially closed and says "It's locked" when examined. It automatically opens up after you visit the restroom, but the game still says it's locked.
- I think the "Class Materials (1)" note should say "their meaning".
- I seem to recall that one message contained a "the the" mistake.

Good karma+2 votes
shelmurray123
shelmurray123 - - 3 comments @ Marrow

Beatable in Echo mode? I guess this mode got reworked before the game's release.

Good karma+1 vote