Heeey, you took my request! Nice. I don't have your writing skills, but here is my feedback after playing the Web version.
Intro felt to me like the intro from fellowship of the ring (in a good way), when Galadriel present us the world. Very good description and fantasy imagery. "And legend became myth". I wish there was more of it during gameplay, maybe some specific encounters? We could find other strange structures.
"Cloaked swordsman slashes at you" - tried to block, dodge, defend, roll, parry, but I already had taken the damage. I'd like to interact more. (In Magic: the gathering we had cards that could only be used during our turn and a second group of cards that could be played during the enemy's turn as well. This greatly increases interaction and makes it feel more like a real time combat, allowing actions to be stopped or countered). Maybe this is not common in text games. I wanted to share the idea anyways.
I love it that when I asked "Why not" it gave me the help tips.
"You see cloaked swordsman idling in this room.
>talk
there is no one here.
>cloaked swordsman has an existential crisis and looks at the sky as a tear drops from his left eye..."
Air light weight heals for 0 ... ? Strange. Very strange. >Eat it >Fly >Bend Air . Oh well.
Found a heart shaped one that heals for 229. Seems overpowered.
I went through a few doors and found cloaked swordsman, scavenger and blood-covered swordsman.
I'm not sure there is more, but I'd like to see additional high fantasy elements. Maybe you want something more realistic and low fantasy, which is fine, but after the stone and unusual food I expected more weird objects.
Your writing skills definitely should be used more frequently. Maybe descriptive events? Not sure.
I'm glad we have text games here. Nowadays I see games more as an experience to go through and having more options is very, very important.
Also, the map was very, very useful. I had started drawing one myself.
Viewing post in Lumen Lumos Library: Sword Augmentor jam comments
It wasn't a problem. I figured there might be some issues since the web version isn't fully tested so I know there's some weird behaviors. An example being that if you quit, it does what on a browser when it closes the game as a executable? Other than that, the game functions the same so I'm happy about that. Being compared to The Fellowship of the Ring. I didn't expect that. That's great to hear. I definitely want to push out those fantasy elements sooner into gameplay too. As with combat, there's more choices that I have planned in mind such as talking, item interactions (like throwing or giving), and movement that can cause you to move around the map. I think features like that will help increase the interactive feel. There's abilities and techniques that change the battlefield too similar to what you say. Factors like heightened stealth checking, different kinds of reactions and sword arts.
In your particular case where you take damage immediately. It's supposed to be indicative of you losing initiative whereas if you spot the other person before they do, you've won initiative. I added some text to hopefully make it more clear. Heh, that is hilarious that you can't talk in the face of another character. Perhaps you're just seeing things... illusions... Yeah, some items have other benefits than healing. I haven't worked out exactly how to describe the effects yet. It should make more sense in the future. I'm glad you noticed. As of the moment, those are the types of characters you'll find. I disabled the others temporarily as I have to rework some aspects of the rooms to account for them. Just typical stuff that makes sense like biomes and habitats.
With that, there's strange elements that might be to your liking? I suppose it depends on what you look for in high fantasy. I think it'll fit in though as high fantasy. Stuff like hundred-meter tall creatures and a pseudomagitech thing with materials. Right now it's a sort of grounded experience before it ramps up. I'll keep your words in mind about how to finalize that experience. I'm also pleased to hear the map was of use and that you even tried to draw one yourself. I've been thinking about some fun mechanics related to that like map notes and changing the indicators.