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Quest for Ladida's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #3 | 2.828 | 4.000 |
Story | #3 | 2.121 | 3.000 |
Innovation | #3 | 2.828 | 4.000 |
Design | #3 | 3.536 | 5.000 |
Relevance to the theme | #3 | 1.414 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Outside of the first riddle, guessing what the correct responses will be is almost impossible, so the bas file ended up doubling as a walkthrough.
yes that’s true. Should have planted more hints within the game to make it easier. Thanks!
HI,
about genre:
this is the first time that I play a text adventure game!
About this kind of game I have spoken with my son but I never could imagine how this kind of game is great and funny .
Thanks to let me have this experience.
About your opera:
at first run I call my son to take a suggest about what to do because that interrogation point and the blinking cursor with no other informations intimidates me...
I have thought: must I make a choice? What kind of choice? Must I try to make an action? What action?
So I have called my home help.
Going on I have played and I have died many times at apple point in good company with Isaac Newton and Godzilla.
Suggestions:
1. after death it will be kind to let to choose if the user want to start again the game or exit.
2. colors on the text can do many effects on the users
3. I don't know if sounds and or music are forbidden into text adventure, but they can improve the experience of user
Thanks Tempodi for your comments! Yes, colours, sounds and music will improve the gaming experience of a text adventure. Good suggestion about giving the user a choice after death. Cheers!
Nothing wrong with an old-fashioned text adventure! I grew up on these and also "game-books" like Choose Your Own Adventure" and "Time Machine".
The basic workings of your game are pretty conventional -- text description and prompt for commands. I also like that each new "scene" is presented by itself and not one after another as in older PC text adventures.
Running the .bas file was thankfully easy.
Suggestions for improvement:
There needs to be more clues as to what commands might be permissible. Consider this scene here: "You find yourself in a verdant countryside. It's summertime, and the living is easy. Fish are jumping, birds are chirping."
There is nothing in that short narrative that gives the slightest indication what the player is supposed to do.
After two or three playthroughs (I died in all of them) I looked at the source code in your .bas file and, as I suspected, yeah, there's no way I would have guessed some of those commands.
Letting the player choose which verbs/commands to enter can be a good design decision -- if there are enough hints and enough variety of valid commands, but in this game you really would have been better served by taking a more "Choose Your Own Adventure" style approach like
"Should you . . .
A) Wait
B) Go North
C) Drink Potion"
thanks vm for your comments! Yes, you are right, giving more clues would be better. Cheers!