The Max Hint System (tm
) in Episode 6 was definately a bit too clear for my tastes. It was nice to have good help when I needed it, but sometimes after I heard Max's point of view I instantly knew what to do and it kind of spoiled it.
It's really hard to get it just right so he (... or she? :/ ) doesn't spoil it outright, but perhaps there could be seperate questions for Max leading to two hint versions, an obscure hint and upfront hints like in Episode 6.
You don't really even need seperate questions. For example, the dialog tree could go like... (made-up situation)
Situation: There's a padlock on the door to their office building and it needs to be removed.
Sam: "How are we going to get this acursed obstruction of justice out of our way Max?"
Max: "I've never had a problem that violence couldn't solve, Sam!"
Player is still stumped, the previous hint question is replaced by a different one which results in a clearer hint.
Sam: "Maybe, but I still don't know how to open the lock. Any bright ideas little buddy?"
Max: "I suddenly have an overwhelming urge to play fizzball..."
Solution: Player needs to use wooden baseball bat that is sticking out of the dumpster in the alley on the lock to break it.