So Iâve had an interesting email exchange with a member of the Chorus developerâs bug hunting team (may be a team, maybe one guy đ)
Seems the game isnât actually broken, but the UI is⌠lacking a couple of possibly important aspects.
The thing you use to identify mission objective objects is like a sonar ping. This, as it turns out, has two modes - short range (tap x) and long range (hold x then release). There are a few⌠issuesâŚ
1) The difference between âtapâ and âholdâ is.. not great and the two are visually identical. Iâm reminded of the Eddie Izzard joke about the hot vs cold feed in hotel showers. They know this. Theyâre fixing it.
2) The tutorial doesnât actually explain this dual function. Theyâre fixing it.
3) the long range âpingâ does not reveal things the short range ping does, which is counter intuitive.
4) Mission objects in the level only actually spawn when they are pinged, not when the previous mission stage is completed. Thus if you donât know to use the right sort of âpingâ, they may never spawn at all. Theyâre fixing it.
So it does look like theyâre aware this particular bit is.. not great and theyâre working on it. Which, you know, fair enough. But this seems to me like stuff which should reallyhave been caught early on in testing.
(Note -