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" ?
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.