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Bir çeviri sorunu bildirin
I'm afraid it's not that simple. The cutscenes play out as in-game sequences of events, some of which are crucial to the setup of the level, or logic that awards you inventory items, moves a key NPC, forbids the game from writing your save temporarily, etc. etc. If you simply skip them then parts of the game will break, which is why we opted for a fast forward where certain steps are sped up but the whole sequence still runs.
In some cases the sequences are set up with branching paths or steps that wait for other steps too, so its delicate. I'll be the first to admit it could've been set up differently to be less delicate, but this is the nature of game development - hindsight is a wonderful thing.
Ultimately we didn't have the time to set up a more aggressive skip, and patching something like this in now would require a large amount of testing to make sure it didn't break anything.
So you're saying: "We didn't anticipate the need for a skip button and programmed ourselves into a hole."
You guys created a really cool game here, and I'm not trying to put you down, but foreseeing the need for a skip button, or several of the other things this game could have had, should have been in your project requirements/user requirements specification years before you ever touched a line of code. It's baffling that this kind of detail was missed ahead of time, let alone getting past any kind of user testing you might have had.
Please make us more games.
Please hire a project manager.
Not trying to make excuses and am not going to debate this, just wanted to explain why it's not happening rather than simply saying 'no'.