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A jam submission

hello adventureView game page

CLI game jam entry
Submitted by high-impact — 3 days, 20 hours before the deadline
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hello adventure's itch.io page

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Comments

I think it would be better to have the subfolder inside the zip file because although sometimes it is a bit annoying to go like hello_adventure/hello_adventure/adventure.bat, it is much worse to make a big mess in the current folder that you then have to piece together and clean up.

how did you get the mouse to work? That is so cool. I liked the apothacary and lvl2 dungeon art that was nice. I guess you are using the LowLevelKeyboardHandler to get input while not focussed? That is annoying why do you do that is it so that you can accept input while text is highlighted or something? 

It is surprisingly graphical for a CLI game. I died to a bat on level 3. Nice game, but it did seem to lag or freeze up or just not receive input sometimes, weird.

Developer

Thanks for playing.  Yeah it's a bit of a mess.  I used GetKeyState in windows.h polled every frame, so if a key is pressed and released within the same frame, the input would be dropped (it didn't happen to me in testing, or I'd have jacked up the frame rate).  The reason is that the traditional method of getting messages in windows.h doesn't work in a console window and getch() would have driven people nuts.

(+1)

I had a fun time playing, the art is very soulful and I can tell you made a great workflow for it.  I never made enough to buy any gear, my potions seems ineffective and I died before I could complete the quest.

Some QOL would help, like not collecting keystrokes when clicked off the screen.


If you are planning on expanding this, maybe themed dungeons, and smaller quests?  Like kill 10 rats, and there is a basement dungeon with lots of rats etc. etc.  Also a map would be cool instead of just enemies.  And maybe some events in the dungeon other then mobs?  You could definitively add a lot.

Developer

Thanks for playing and I'm glad you enjoyed.  I'm a lousy artist and I made a lousy paint program, ironically drawing those sprites was the most fun of development.  Potions are randomized on every new game, some heal, some debuff, some make you trip balls.  There's even a warp back to town potion.  Of course, figuring out what effects each potion has per run is left as an exercise to the player :)

I do sincerely apologize about unfocused input.  It's a limitation of the engine and/or my lack of skill, since I don't have access to the usual winmain message loop using the console I instead poll the mouse and keyboard 60 times per second.

I do kinda want to expand this but my frustrations with the engine mean I'll probably rewrite everything but the game logic in SDL or something and pretend that it's still a terminal.  I had to drop animations, maze graphics, etc because they simply ran too slow in cmd.exe to sell the illusion when I tried them.  (You can do a maze, for example, but only if you stick to vector-style graphics where you only overwrite a few 10s of cells per frame)