Oh, no worries at all! I consider the issue to be very much on me, and not on Adventuron Classroom! As you say, the existing documentation has some rather advanced material for beginners, even without looking at the more arcane examples in the "Cookbook". And as I say, the in-editor help is really doing the trick for me. I don't think that I properly understood how to use it, last time.
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Your last game was very good. If you wrote that feeling that you didn't really understand how to use Adventuron, then you should be congratulated.
Regarding your opening text being too long, it's good that you recognise that now. For me, I hate reading a long blurb at the start of a game, particularly if it's only background and not really relevant to the game itself. I just want to get in and play the game, not read a friggin' novel. If you can, try to give a bare bones introduction that presents enough of a teaser that it makes you want to play the game, then gradually reveal the story, and even the goal, as the game develops.
I'm really looking forward to playing all these games.
Thanks for the compliment! Your game in the two-word jam was amazing.
I think I've got my opening down. I cut out several lines of waffle about prior events that I realised didn't impact the main story at all, and changed the introduction of a major character into a new area and puzzle at the start of the game. Now I'm down to 4 short paragraphs, most of which is a conversation.
Thanks. Of the four Adventuron games I've published so far, I think 'Igor's Quest' is my favourite - despite the lack of graphics. It was fun to make and I learnt a lot about Adventuron. For the current game, I'm learning a lot more about multi-word input and Adventuron's various quirks in this regard. It all adds to the challenge.