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Wow thanks for the really detailed feedback, I appreciate that. I will take this all on board when I come to updating the game (or making a sequel which is more probable). 

The 'jank' was partly intentional, with the delay trying to emulate the feeling of playing an old text adventure on a mainframe like a PDP 10 or something - purely for flavour and I might include an option in future versions where this can be turned off. 

Thanks for the heads up about the ASCII resources and jar issues - I think I'm going to take down the Jar version for now until I can sort the issues you've flagged. The .exe version has been fully tested and these issues don't occur. 

I'm amazed you found the MythicDragon so early in the game - I think I need to re-visit the probability calculation there. 

Gold can be seen on the character sheet by typing 'c'.

On abilities and spells - all of these can be used using shortcuts (eg ps for PowerStrike). I am putting a short manual together that details all that, but I take your point that this could be better explained 'in game'.

Power is simply the number of attacks you have made in a battle so far (think of it like building a limit break in FF). Once you have attacked 3 times, you can use PowerStrike which gives a chance to unleash direct damage on the enemy.

Luck is mainly used by mages to generate magic, however does feed into some of the abilities for others. It's always a decision to make about how much 'under the hood' you show regarding how calculations work (I've been put off by text games giving waaay too much in terms of stats and numbers). I'm glad you kind of worked out how the attack system works and hopefully it is intuitive enough. 

HealthPotions heal you fully and are single use. There are a few ways of getting them, including purchasing in the next town, Beira (through the mountains). 

Thanks again for all the other feedback! I have downloaded Trawel and will give it a go.

Lol, Trawel probably has it worse when it comes to tutorials. That's the next big thing I'm working on, in fact. But you'll get to see how as much as I can give critique, putting design into practice eludes me :)

Honestly kinda a miracle the Jar worked as well as it did without modifications. Resource loading in Java can be really finicky, but it seems like you've set up a good way to catch exceptions before it crashes anything- I usually tend to fail-fast behavior so I can narrow down the source of issues without dealing with the corrupted side-effects, but your approach worked better here.

I did name my character 'dragon', so it's funny that MythicDragon was a random chance- I actually thought it was just the boss encounter of the area!

It's interesting to me that we both ended up making a Java Text Adventure through very different core inspirations, and what quirks that gave us- for example, TI-BASIC (the calculator I mentioned) does accept letter input, but it is exceptionally tedious and space was at a premium, so all inputs tended to be one character long. But it printed fairly quickly (some people even made shooters), so I hadn't experienced the delay you associate with this stripped down style of game.