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A jam submission

Lumen Lumos Library: Sword AugmentorView game page

Parser-based text adventure in a near endless Labyrinth with fantastical creatures and familiar dangers too.
Submitted by Omniapostle — 1 day, 19 hours before the deadline
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Lumen Lumos Library: Sword Augmentor's itch.io page

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Comments

Submitted(+1)

Help command doesn't actually give help. It should give a rundown of available commands in my Opinion, instead of just saying that I ponder my Decision.

Consume, Item, Open and Enter commands aren't specified on your Page, Target and Technique both use the same Key. Help works after entering the Stonetablet, but why not before? I should be able to look up commands before having to input a command.

I can't move into any direction other then North with the Tablet, or enter it? No text on examining, no Consume or Attack or anything? Just pondering my Decision all the Time?

Theres some lag when I 'Enter' the Tablet. It seems I can chain commands to be executed one after the other? I'll keep track of my entire Commandlist and try it out later.

>To enter a door, you must first open the door. To open a door, you have to be in an area with a door. To be in an area with a door, you have to move to an Area with a door. To move to an Area with a door you have to locate an Area with a door... 

It's great, don't change it. Seriously. Your Game is already technical and reading heavy in its execution, being precise and detailed in your Explanations only adds to that.

There should be a command to redisplay the last non-help textprompt, ideally explained right at the bottom of help, since its a giant Wall of Text. Also greying out previous Textprompts or something could be helpfull if you're paging, to indicate were you are at the Moment.

Technique is not a recognized command. it has to be tech, since t is used for targetting.

No look command to look around your Area?

Sweet-smelling Featherweight very smooth fire red berry? Nice. I like it, generated I assume?

Sometimes I apparently have to retarget enemies? Thanks for the terrible-smelling lightweight crescnet-shaped sky blue berry.

Y doesn't work, needs to be yes. Thanks for the Disgustingly-smelling Cone-shaped Pink berry.

Since you said settlements don't work, I'm ignoring those. Also finding that generally "(Direction) attack yes t 1 tech 2 t 1 tech 2 get 1 m" works best for movement.

Entered the Labyrinth, I'm assuming since this is v.0.0.2 that it'll just keep going like that. Walk around through the same sized Map, beat enemy pickup berry, consume berry, repeat.

Tried copypasting my entire list, it does indeed work. Of course it breaks halfweay through since you can't move into specific directions if you're on the end of the map and that generates randomly, but other then that it works well.

So here's a way to play through an Area:

north yes north yes north yes north yes north yes west yes west yes west yes west yes west yes hp - This command moves you to the top left of the screen, then displays hp. If its low, use "use 1" to heal yourself back up.

After that go through all Tiles clearing the enemy taking the item, by repeating "(east) attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1" to make sure the enemy is dead, and getting item dropped if there is any, consuming it to heal yourself up for the next encounter. You'll want to repeat that command 6 times, for east, then once south, 6 times for west and so on:

Then call map once to see the nearest door, and manually adjust the numbers of east/south/etc to move there, example given, then open and enter. Repeat for next Area.

"enter"

"north yes north yes north yes north yes north yes west yes west yes west yes west yes west yes use 1east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 south attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 south attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 south attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 south attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 east attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 south attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 west attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1 south attack 1 target 1 tech 2 target 1 tech 2 target 1 tech 2 target 1 tech 2 get 1 use 1"

"m"

"west west north north west open enter"

As far as I see it you don't have a copy/paste option yet, so it'd be a pain to type it out once in the beginning, especially due to typos of repeatedly typing the same thing, but once thats done your Game in its current state can be played by just using the keyboard inputs "up up enter" repeatedly, as you're jumping to 2 commands above and executing that. (Exception being the one time typing the correct amounts of west and north to reach closest door followed by open and enter. ( I might've missed some east or north movement copy-pastes, but you get the Idea)

What I'm trying to hint at, is that you need more encounters then just fight, and that you need Actions for non-perfect commands. If I enter a settlement with attack yes target 1 etc., I should attack the NPC and mess up. If I eat a poisonous berry I should die, so I can't just chug what I got. If I try to attack in an empty space, maybe I target the nearest bush and loose my sword or something, you are not bound by asset creation, you don't have to match Animations or anything, you can include absolute Tons of interactions with all kinds of Things without having to do much work. At least as long as you're filling your Tiles with interactable interfaces etc., so you can just give a door, a rock, a tree, an enemy, the apple etc. all interactable, lookable, eatable, attackable etc. interfaces. Does it make Sense that I might want to eat the Enemy or attack the Apple? No, but it breaks the ability to just spam a single mighty Worldclear command, and it allows for some interesting Interactions or fun Texts to be displayed. What if the Enemy is a Wolf and my clear-all command causes me to bite it contracting some disease so I wither away over the next few Tiles? What if theres a key for the next Area and I break it by attacking it with the Mace I picked up by accident a few Rooms ago?

Regardless of that, while there is very little there, and it could use some clarity, maybe highlighting certain Text Areas, more varied descriptions for Areas and so on, it works, and pretty fast at that, apart from the initial entering, and I didn't find any Bugs. Also not unenjoyable and could be fun in the Future. "Maybe" could use some backgroundmusic. Nothing fancy, just a bit of soundscape and some relaxing/intense/etc. Tunes to set the mood a bit more.

Submitted (1 edit) (+1)

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.

Developer(+1)

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. 

Submitted(+1)

Any chance of you uploading a browser version? I have been struggling to set a virtual machine, but my current system can't take it and I wanted to give your game a go. I think that since it's just text my pc would be able to handle it

(+1)

I don’t have very much to say. If I liked text adventures, I’d probably like this. I didn’t manage to break anything or find any bugs or crashes. One of the things I usually find frustrating about text adventures is their lack of map, so I’m glad you included one.

Developer

Thanks for playing. I'm glad to hear that you'd like it and that you didn't have any hiccups in your experience. I found the map essential at a certain point too as the map gets a lot bigger. It's quite something to try and travel in blindness. It also made me realize how you really could get lost in the game's world.