I love consoel-looking games. Like sanctuary rpg and junk. This is cool. But I felt a little too open ended. It was like I could type anything and did not have much direction but most things did not work. For example, I was in a destroyed house. If I say look, it repeats. I say help and I saw my only option is go. So I say go. It responds with with "go where?" So im like..."okay...cool. ` go to the moon`" and it says "there isnt a way in that direction" so im like "oh cool...okay...a direction. 'go south'" but it repeats there is not a way. I understood what to do eventually but I was very lost until I effed around a bit. This might have been in the spirit of the game but it was a little frustrating in the beginning. I think the help menu could clear this up with mentioning "talk and kill only works on orange" or "go only works on the exits". I think you should also put commas or slashes between options. Im dumb - I said "go inside north" lol
I read you are using godot - I think it might be nice to use a scroll container. You could scroll up and see what was typed and responded to previously.
I got stuck. lol. I started killing everyone. That doesnt work - you get stuck. lol.
The game is neat, but I felt it was a bit linear. Could have had more things change after interaction.
- I killed a knight who had a sword while I had nothing, I killed a guard, a king, a....well..everyone. I think it would have been neat to see some resistance and potentially die.
- A goal would be nice in the game. I didnt know why I was playing - a goal when adventuring helps pull the player into the game and let them know why theyre playing "Im playing to save the princess, Im playing to visit my uncle who has money for my family, Im playing to find medicine for my sick sister." Giving this reason is important for motivational purposes.
- I think there could be more mystery without adding more confusion. For example, you could say "you are in a destroyed house" then I type "look" then it says "you look around, there is nothing on the floor but you noticed someone peek through the window. Upon noticing you, the ran to the south of the house." I think this would encourage the player to think of options. Right now, the game a bit predictable of what to do. You go to the only place you can go to, the guard says "ill let you through for a bottle" so you go to the next only place you can go "there is a bottle on the table" - I think the game gives the illusion of option but it actually more linear than expected.
I think the game is a great start but I would love to see it expanded into something more. Really love these types of games. My boss doesnt know its a game because it looks like im coding. lol