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Comments on "Tastybuns Burgers"

A topic by Adventuron created Mar 12, 2020 Views: 182 Replies: 9
Viewing posts 1 to 5
Host

Hello,

I'm not judging the game, so I feel like I can offer some playtesting feedback. This is intrinsically critical, but only to help you resolve the issues so that judges don't encounter the same issues (if they haven't got to your game yet).

1. Sometimes reading signs does not work.

I imagine that you put some messages in the msg="" field inside an object, or in a : if_examine "sign" or : match "examine sign" place, but the natural instinct is to READ SIGN. You probably want the examine message to be the same.

There are multiple methods to deal with this, but the easiest way is to add a verb alias for EXAMINE so that READ will trigger the examine handler. This only works if you don't want READ and EXAMINE to have separate event handlers.

Anyway, use the vocabulary section to create aliases.

start_at = my_location
locations {
   my_location : location "You are in a room." ;
} objects {
   sign : scenery "sign" msg = "NO CATS!" start_at = "my_location" ;
} vocabulary {
   : verb / aliases = [examine, read]
}


2. You need more responses to be handled around the VALVE.

I tried

TURN VALVE, SHUT VALVE, USE VALVE, OFF VALVE

and it supplied the response

WHY WOULD I DO THAT?

I also had the wrench in my hands and it doesn't seem to make a difference, when I would expect it to make a difference. With the wrench in hand I tried:

USE WRENCH, WRENCH VALVE.

TRY A MORE SPECIFIC ACTION.

WHY WOULD I DO THAT?

3. Trying to open the door to the singing house should have a response

OPEN DOOR

DOESN'T WORK.

Should probably be something like.

IT'S NOT YOUR HOUSE!

4. It's possible when you talk to the MAN, that the game asks you if he should complain before you examine him to understand he's not happy with his burger. Maybe use a boolean and the on_describe {} block to print the man's examine message when you first enter the restaurant to guarantee the player knows the man is not happy with his burger before you talk to him.


5. I tried typing "APPLY JOB" after the clerk quit, but there is no response for that. Maybe the game doesn't need that, but would be good to have a response.

... that's it for now. 

I solved opening the gate so far, that's about it. No treasures yet. Looks like a fun concept.

Good luck in the jam.

Submitted(+1)

Very fun little game!  I wasn't sure about the theme at first but it was a really well-designed world with great puzzles.

The only thing that threw me was that I'd already found the survey before I found the lure and the fisherman, so when he gave me the advice it was a bit like... 'yeah, and...?'  Not really an issue though!

I also liked that you needed a certain treasure to open up the path to get another.

Submitted

Thanks, Dee!

I'm very curious as to how you got the survey without the fisherman's hint. It's certainly possible, but I didn't think that anyone would be able to guess blind. Did you just ask about BURGERCORP at City Hall on a whim?

Submitted

Yes, that's right!  It says at the start of the game you're looking for evidence about Burgercorp (I think?), so I just guessed that was the right thing to ask.

Submitted

Hi Adventuron! Thanks for your input.

I was aware of many of these issues, but simply ran out of time to implement solutions. I know that you've said elsewhere that people could keep working on their entries after the deadline, but that felt a bit unfair to me. Still, since you're explicitly advocating it to me here, I'll work on the game some more today. I want to make a few responding comments though.

1. "READ SIGN" etc.

Yes, I completely agree. Unfortunately, in order to save time I just crossed my fingers and hoped that players would EXAMINE everything. Also, I didn't know how to define aliases, and didn't have time to write a bunch of extra "match" statements. It seemed unusual for a text adventure system not to support aliases, but it wasn't mentioned in any of the documentation that I was able to find. Now that I know, this will be a quick fix. Is there a comprehensive reference document somewhere that I've missed? I've found some more since the deadline, but still no full manual.

2. Manipulating the valve.

The majority of the inputs that you listed are actually recognized by my program; the response "Why should I do that?" is specific to that puzzle, and not a canned response. Shutting off the valve is part of a longer chain of puzzles, but neither the game logic nor the story make sense if you shut off the valve before performing some other actions. I managed to do some rough playtesting with a couple of friends last night, and they both made similar complaints. I've thought of a better way to block this action until it's appropriate, and I'll implement it today.

3. Non-vital inputs.

There is plenty of room for improvement in this regard! I hardly covered any of these at all.

4. Customers at BurgerCorp.

Yes, that's a good suggestion. I'll add a message on entry to the location.

5. Applying for a job.

More non-vital/guiding input.

Thanks for all of your suggestions!

Submitted

This is a smallish game, but of all the games I've played so far, it was one of the most fun. It's based on an original idea, it's nicely paced, it's got some nice puzzles and it has very few bugs.

I played version 0.9.0. I think you might have fixed most of the issues raised by others, as I didn't strike them. Here's what I found...

Consider overriding the default CREDITS with your own. You can still see the system credits with *CREDITS.

Consider overriding the system HELP with your own, as the default response is longer than 6 words.

It's nice to see you start the game with something in your inventory. It's the first game to do so (so far).

"Mr." and "Mrs." should be "Mr" and "Mrs" respectively, as they're contractions, not abbreviations. I know that Joe Public usually puts a full stop after them, but Joe Public is wrong.

It didn't understand LOCK & UNLOCK, even though you have a locked door.

You can't CLOSE GATE, even though you can open it.

"You ring but..." should be "You ring, but..."

"satsfied" should be "satisfied".

You're missing a full stop after "...vermin-infested kitchen". I think this was the only culprit, but it wouldn't hurt to check the other sentences, just in case.

I guessed what to say to the clerk at the Record Department before I received the hint from the fisherman. Dee noted this, as well. I'm not sure how to get around this unless the fisherman gives you something to give to the Record Department.

Similarly, I guessed what to say to Mrs Nguyen before reading the newspaper. Perhaps if you didn't mention her by name in the first room.

You've used "Philippe" and "Phillipe" for the same character. I think the former is correct.

Following on from what Adventuron was saying about EXAMINE vs READ, I personally prefer these to be different. When examining signs, you could say something about the appearance of the sign itself like "Bolted to wall." or "Big white sign with black writing.", or simply "Something's written on it." Reading reveals what you get now with EXAMINE and READ.

And that's all I could find to complain about. You're making my job too easy!

Submitted (1 edit)

Thank you for your feedback, Garry! I'm glad you liked the game. Yes, it's a bit short, as I was working under a tight deadline, but I hope it's also sweet.

You make some good points. I didn't even know about CREDITS or HELP, as they're not mentioned in any of the development guides that I found, and I didn't think to try them in the game.

Thanks for pointing out those spelling errors. Good proofreading is very valuable!

I did some reading online, and it seems that if Joe Public is American, then they're not considered wrong. From things you've written in your game and elsewhere on itch.io, I'd guess that you're Australian? Me too, although somehow I was taught to use the full stop when I was growing up. Now that I know the preferred Commonwealth English form, I'll try to change my habit, because I do generally try to stick to that way of doing things. But I've been teaching ESL with American English textbooks for a few years, and I have no energy left to discuss whose flavour of English is "more correct". You would not believe how often it comes up. :) Also, I apologise if my spelling/vocabulary wavers back and forth across the pond; now you know why.

Leaving out responses for locking/unlocking/closing things was a conscious decision. There are always more little things for which you could code flavour responses, and if I'd been working on the game for a month or even a week I would've done more, but I drew a line there. Those kinds of responses are one of the things that I really admired about your game. You managed to cram even more puns and asides into your game without exceeding your two-word limit or creating confusion.

Both the fisherman and the newspaper were only ever intended to be extra hints for those puzzles. I added the fisherman because I felt that the folder was an incredibly vague hint (I didn't originally conceive of it as being a hint like that at all; it was only there to give players feedback that not just one, but two of the treasures related to dodgy business practices), and that most players would need an extra nudge. There was also another somewhat roundabout reason for the fisherman and his puzzle item to be present initially, which was related to some things that were cut for time. The newspaper was added when I had half an idea to make Dale say something else, so it would've been the only clue for that puzzle, but in the end I didn't change Dale's line.

I think that it may seem like the fisherman is more important than he was supposed to be, which in turn makes it seem like the player shouldn't be able to get the treasure that he hints at without hearing his clue first. The reality is that getting that treasure was going to involve a chain of puzzles dealing with the bureaucrats at City Hall, which I had to cut so I could go to bed and not be ruined for work the next day. :) So now, you just turn up at City Hall and ask for the treasure.

Submitted

It sounds to me like there could be a post-jam game with a few enhancements. (Hint, hint!) John Blythe is talking about upgrading his entry to add graphics and remove the two- and six-word limitation. He posted a couple of sample images on the 8-bit Text Adventures Facebook group and they look great.

Host

Just noticed the loading screen (is it new?).

It looks really really "Sierra", in a very good way.

Submitted(+1)

Ah, yes. Since I was polishing things up, and I've been playing with pixel art lately, I thought that a custom screen would look much nicer than jumping straight into the opening text. Thanks!