This is pretty damn neat and an original idea!
The meta approach to the game is a lot of fun. The ability to be able to wander away from the computer presents a lot of potential for designing a hybrid adventure game. Having a mock DOS architecture with its own little secrets too was quite a surprise!
It's very interesting how you approach this game as well, considering the potential for the game to serve many functions: a text adventure, a sort of meta adventure game, but also a platform for some more meaningful storytelling for the player to discover too.
In terms of the text adventure part in itself, good parsing for accessibility is always a tricky thing with a text adventure. If you have the time, always think about alternative phrases (LOOK [ITEM]) as opposed to (LOOK at [ITEM]). But that's a polish thing.
I'd say in order to keep the narrative of the game as coherent as it can be, greater effort should be put in attempting to reconcile the physical environment around the player with the contextual information on the computer. Is the player the owner of the computer who composed the notes? It may help with the worldbuilding to place the character more firmly in their shoes, and make their environment more identifiable.
There is great potential in what you've done and I'd be very keen to see how you develop the ideas as they stand. Plus, I really want to play Gremlins Quest 3!
Thanks for submitting this game to the 'A Dark Room' jam!
- FSV
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