This jam is now over. It ran from 2020-02-06 00:00:00 to 2020-03-11 00:00:00. View results
Build an old-school treasure hunt text adventure game with no graphics and minimal text.
UPDATE: 2020/03/03 - Six days have been added onto the jam deadline.
Treasure hunt is a sub-genre of text-adventure in which the player must collect some objects that are considered treasure objects, and place them in a room that is known to be the treasure room.
Treasures may be literal treasures (valuable objects), or any other category of item that goes with your game theme.
For example, you may need to locate and drop all the ingredients for a cake (such as flour, sugar, eggs) in a kitchen, or locate conventional treasures such as a gold coin, a diamond ring, into a room simple described as "treasure room".
The game normally ends when the "treasure" objects are all located and dropped in the treasure room.
(Optional) An optional endgame puzzle is permitted (after placing all treasures in the treasure room) using bespoke treasure hunt mode. Only one puzzle or action is permitted upon placing the treasures. See the FAQ section below for information on how to use bespoke treasure hunt mode.
Some "treasures" may not require a puzzle to be solved, but most treasures usually require some kind of challenge or puzzle (or series of puzzles) to be solved in order to be able obtain them.
Your creation will be judged by an all-star judging panel including:
DISCLAIMER: Whilst all judges have agreed in principle to judge the jam, it is possible that one or more judge may pull out, and it's possible that replacement judge(s) may come in. New judges may appear on this list prior to the voting phase beginning, but all judges will have a link to the text adventure community (past and/or present).
The beta version of Adventuron, used for this jam, has documentation available here.
In addition to the guide shown above, Adventuron has a built-in tutorial, and the following video should help to learn the basics of the Adventuron system.
If you have any specific questions, then post them on the forum.
The following video shows how to perform common tasks in a text adventure game, such as exploration. Please note that the game shown in this video has not been made to the specification of this jam, and the game you will be making will have no in-game images and much less text.
"I'd like to add graphics."
Feel free to add graphics to your game after the judging period is over, but graphics are not permitted in this jam to allow non-artists to have a level playing field with artists.
"I have an idea for a game, but it seems Adventuron doesn't support the feature I require"
Firstly, there are often workarounds, so check the jam forum, but sometimes it may be that the feature simply isn't available in Adventuron yet.
Adventuron will be receiving a lot of new features in 2020, but there are no plans to add features during this jam (except for critical bug fixes). Please work within the current constraints of the jam and Adventuron. Everyone will be in the same boat.
"Can I enter my game with a team?"
Sure, but each entry has to be tied to a single Itch account.
"How do handle sentences like THROW APPLE AT TREE"?
Adventuron can handle complex sentences but the terms of the jam is that you should only match one or two word inputs. In the above example, match "THROW APPLE.
"Can I start working on my game design before the 'start date'."
Yes, you can start working on your design immediately. The start date is the earliest submission date, and the end date is the submission cut-off date.
"What is auto-describe, and where can I find it in the sample code?"
Auto re-describe mode is a mode in which every time the objects or exits in a room changes, then the entire room is automatically re-described. This actually makes a game appear very fluid an interactive. It also allows the screen not to become too cluttered with text.
To enable it. add the following line to your code:
redescribe = auto_beta
See the sample code at the bottom if this page, to see it in use. Getting and dropping an object will automatically refresh the object list in a room.
"Can I create an endgame scenario after placing the treasures?"
This is ENTIRELY OPTIONAL, but permitted,. If an endgame is provided then the endgame should be limited to a single puzzle.
To create a bespoke endgame, refer to the bespoke treasure hunt mode section of the documentation, and check out the optional endgame thread in the jam forum.
Follow @LearnAdventuron on Twitter, or use the Community button at the top of that page.
Special Thanks to Ricardo Oyón for creating the banner art for this gamejam (re-used with permission from the cavejam).
This jam currently has no prizes.
If you wish to discuss donating a prize, please use the email shown on the next line:
info AT adventuron.io
In this section is a minimal treasure hunt game "The Walls". It was written not to be fun, but rather to teach the very basic concepts required for a treasure hunt style game.
To use this code you require a desktop browser (not a mobile browser), navigate to https://adventuron.io/classroom3 , and copy and paste.
If you require a more advanced code snipped, see the code snippet at the bottom of this page (download as a file).
################################################## ## "The Walls" - A Simple Treasure Hunt Game ################################################## start_at = treasure_room redescribe = auto_beta start_theme = two treasure_room = treasure_room loading_screen = walls_screen game_information { game_name = The Walls game_shortname = The Walls short_synopsis = COLLECT TREASURE game_version = 0.1.0 written_by = Chris Ainsley year_of_release = 2020 } game_settings { rewind_enabled = true rollback_enabled = true imply_header_from_location_id = true } locations { treasure_room : location ; outside_cave : location ; lakeside : location ; outside_castle : location ; throne_room : location ; } connections { from, direction, to = [ treasure_room, south, outside_cave, outside_cave, south, lakeside, lakeside, south, outside_castle, outside_castle, south, throne_room, ] } objects { rubble : scenery "rubble" msg = "MANY BRICKS." ; castle_walls : scenery "castle walls" at = "outside_castle" msg = "STRONG, STURDY." ; lake : scenery "beautiful lake" at = "lakeside" msg = "SO PRETTY." ; horn : object "a horn" at = "lakeside" msg = "JERICHO HORN." ; sword : object "a magic sword" at = "throne_room" treasure = "true" ; golden_brick : object "the golden brick" treasure = "true"; ruby : object "a ruby" treasure = "true"; } barriers { block_throneroom : block { location = throne_room message = WALLS PROHIBIT. block_when_exists = castle_walls show_blocked_exit = true } } on_startup { : print "FIND <TREASURE<#r>>" ; : beep millis = "70" pitch = "0" ; : beep millis = "70" pitch = "4" ; : beep millis = "70" pitch = "8" ; : press_any_key ; : beep millis = "70" pitch = "8" ; : beep millis = "70" pitch = "4" ; : beep millis = "70" pitch = "0" ; } on_describe { : if (has_not_created "golden_brick" && is_present "rubble") { : print "\"EXAMINE RUBBLE\"" ; } : if (is_just_entered () && is_at "treasure_room") { : print "\"BRING TREASURE\"" ; } } on_command { : if_examine "rubble" { : if (has_not_created "golden_brick") { : create "golden_brick" ; : success ; } } : match "swim _" { : if (has_not_created "ruby" && is_present "lake") { : print "FOUND SOMETHING!"; : create "ruby" ; : success ; } } : match "blow horn;use horn" { : if (is_carried "horn") { : beep millis = "120" pitch = "0" ; : beep millis = "120" pitch = "0" ; : beep millis = "240" pitch = "8" ; : if (is_present "castle_walls") { : print "SOMETHING HAPPENS" ; : success ; : swap o1 = "castle_walls" o2 = "rubble" ; } : else { : print "YOU BLOW." ; } } } } assets { graphics { // Imported via the menu / import function ... walls_screen : base64_png "iVBORw0KGgoAAAANSUhEUgAAADAAAAAgAgMAAAApuhOPAAAADFBMVEX//wAA////AAAAAABJcjJDAAAASklEQVQY02MIRQJEc8K/l38tLf8eWw+WuV4eWlpeHlsK4Xy/iiJTDpQJh3K+xl4vv1+PYhqZnFVIgIGBCQHJ4aCZ1oCA5HCo6zYAk65pRxw6pTUAAAAASUVORK5CYII="; } }
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