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(+1)

some thoughts:

-there should be a way to indicate what name should be used when trying to interact with an object.(examine note vs examine tiny note)

-support for synonyms would be helpful. for example, the beginning prison cell, the "sack" is also referred to as a "bag". but only "sack" works with commands

-it would be helpful to show what travel directions are currently available (for example in the beginning prison cell: "to the north you see a path leading to a forest")

-commands and targets on a single line would be great. (examine sack vs examine. sack.)

-auto "look" when arriving to an area

-maybe you can refer to monsters in combat by a number? like attack 1 vs attack goblin 1. 

i gave up after failing to figure out how to take or wear "copper tipped boots". maybe i'm just smol brain.

i think if you work on qol, it would benefit the gameplay significantly. too much friction at the moment.

i like the aesthetic you have with the font + blueish black background. gives off a sense of elegance.

Thanks for playing.

>there should be a way to indicate what name should be used when trying to interact with an object. (examine note vs examine tiny note)

Yeah that's a minor issue I forgot about, so thanks for reminding me. There's no notes after the first few areas, so it wouldn't be clear until you saw how many different kinds of notes there are that it's always going to be the "adjective + object".

>support for synonyms would be helpful. for example, the beginning prison cell, the "sack" is also referred to as a "bag". but only "sack" works with commands

Yeah, I noticed that after I submitted and thought I might as well go reread the rest of scenes too to make sure I don't make that mistake again. I try to refer to the objects by one identifier in each area. The "sack" one escaped me initially because you can open the sack without reading the text which in testing, I did very often. 

>it would be helpful to show what travel directions are currently available (for example in the beginning prison cell: "to the north you see a path leading to a forest")

That's a good idea. I'll get to implementing that. 

>commands and targets on a single line would be great. (examine sack vs examine. sack.)

I think so too, it's in the works with formatting.

>auto "look" when arriving to an area

I can do that.

>maybe you can refer to monsters in combat by a number? like attack 1 vs attack goblin 1. 

Yeah, that's not a problem. Once I fix the other target bug, I can add this feature.

>i gave up after failing to figure out how to take or wear "copper tipped boots". maybe i'm just smol brain.

Nah, totally reasonable. I thought that might be a bit confusing at first too so I'm glad you mentioned it. It should be "pair of copper tipped boots". This is to differentiate it from possible non-paired items. 

>i think if you work on qol, it would benefit the gameplay significantly. too much friction at the moment.

>i like the aesthetic you have with the font + blueish black background. gives off a sense of elegance.

Thank you! I'll continue to work on those QoL features and hopefully it's more enjoyable in the future for you too. 

(1 edit) (+1)

i've been thinking about this for the past few days actually, the balancing of synonym support vs more consistent and rigid descriptions.

i think its important to play into the strength that text based games have over more visual ones. with text games, you have the entirety that is the english language to craft scenes and situations with. forcing descriptions to always call a "bag" a "bag" (atleast in the look and examine descriptions) takes away from your ability to describe a scene to its fullest.

maybe i'm pointing out the obvious, but it was fun to think about.