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Aww that's wonderful. I will point Tim to that, he'll surely like it when it is done. BTW. Chris added the Aventuras AD font to Adventuron, you can activate it for the very special look and feel of a proper AAD adventure then. @Adventuron: was it "Theme 4" ? 

That's cool but I decided to use a custom font this time. In fact, I've just submitted the game to the jam if you want to try it. I hope I didn't miss any step in the process...

https://itch.io/jam/adventuron-halloween-jam/rate/498159

The title screen looks fantastic.

Thanks. Please, play the game if you have some minutes to spare :)

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It really looks very nice. Nice font choice. Looks reminiscent of eeve somepx's beautiful fonts.

Just want to be sure that you own the rights (or are licensed to use) to the graphics though. They look amazing (especially the dithering on the title screen), and if you made them, WOW.

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Thanks. The graphics are eight color renditions of some pictures I've taken in the past and some royalty free photos I've found in the net. Many of them with a little touches. They are all processed with GIMP.

By the way, if you found the Monty Python image I hope it's valid :D

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Hello, had a small play with this. I love the font choice. Is the carry limit 2 purposefully? I seem to be having to do more item management than usual.

I've found my way out the room, I have the pendant and a cookbook now. I can't seem to do anything with the dog, the dirt, the suit or armour, or find a key to the other locked door. I am looking for something to dig with, maybe the dog can help - but it appears the dog wants to eat me.

Suggestion ... maybe put a linger() counter on the dog, with a warning one tick before he attacks you (game over). I hung around the dog (wait, wait, wait, wait, wait, wait) but even though the dog was described as dangerous, he didn't seem to do anything intimidating. It's a good place to put incidental messages (as 

Maybe add something like:

on_tick {
   : if (is_present "hungry_dog") {
      : if (linger() == 1) {
         : print "The dog stares at you and growls.";
      }
      : else_if (linger() == 3) {
         : print "The dog starts to move towards you ...";
      }
      : else_if (linger() == 5) {
         : print "The dog pounces on you, Game over";
         : end_game;
      }
   }
}

The linger function will return integer ZERO (0) when you enter a location for the first time. After each game tick, the linger function will increment by 1. When you enter a new location, the linger() counter returns to zero.

A discussion of the linger() function is found in this section of the tutorial:

https://adventuron.io/docs/tut/#_defeating_the_rockworm

... about the Spanish inquisition image, maybe not a good idea. You need to have rights to use all assets you use in the terms of the jam.  

Hi again. Thanks for playing and for the advice.

About the inventory limit: yes, that's on purpose... because you're a skeleton! No backpack, no pockets, and just two fragile hands to carry things. In fact, there are many objects in the game and one of the "puzzles" is to figure out which ones are useful and which ones are not.

The dog is not really dangerous -in fact, you can even pet it!-, it's there just to block the path. Thanks for the code suggestion, but I don't want to put "menacing" things in the game, the only scary thing is being a skeleton :)

To advance, you need to use something in a room you haven't discovered yet. There's no key to enter that room, you have to do something in the hall.

And I've just uploaded a new version of the game with the Monty Python image removed. The joke is almost the same.

There was a bug in the hall in the previous version. In the current one you should be able to open the door trying to pick an object there.

Great!

Getting a little worried your entry might be the only one completed at this stage. Thanks for entering.

I'm sure I won't be alone. I want to play other scary adventures ^_^