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A jam submission

Textless AdventureView game page

A text adventure with no text
Submitted by Rabbitses — 8 minutes, 18 seconds before the deadline
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Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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I'm sorry, I wanted to like this game, but the gesture recognizer just got in the way of everything. I couldn't even get out of the first room before I gave up.

It's an interesting idea, that needs a good gesture recognizer, and the ability to just draw on the whole screen instead of the too-small box in the bottom corner. It might also help if there was any feedback whatsoever (Insert symbol for "You must stand near the chest to open it; I'm not going to autowalk you over there, player" here). 

I'd suggest, since I can only input one gesture at a time anyway, that the recognizer could display the input I put in immediately after I let up instead of waiting until I submit; that way I can confirm it recognized my squiggles as the input I wanted before I submit it, so I don't mess up the command combo and have to struggle with the interact gesture again. And/Or allow most verbs to interact with the current noun (ie, the thing I'm already standing in front of and have to stand in front of to do anything with anyway).


Mmm, couldn't put out that fire. But I guess it's mostly because I'm terrible at text adventure!

The idea is quite fun! Learning the language is pleasant. And without any text, it succeeds to be gently minimalist. Nice job!

Amazing idea. So clever. Drawing the commands in a text game is such a brilliant move. It's exactly what this jam is about.


I had the same troubles as Iodachi with 'door' and 'fire'. Regardless, a very fun game! I just played Themengi, and this submission really fits in the same style of game :)


Very clever.  It took me quite a while to realize that in order to interact with something, you needed to use the verb symbol followed by the symbol that appeared over the object when you used the look action.  Had to end up looking at the walkthrough just to see what was meant to happen.  However, I think the usage of drawings for interactions worked out very well, though I would suggest allowing the drawing to occur anywhere on the screen, rather than in that tiny box.  It was hard to make the more detailed shapes in such a small area.  This was especially problematic in the end room where I had to put out the fire.  The symbol for fire was much to close to the symbol for door, so I kept trying to put out the fire and instead ended up with the door symbol.  Overall though, very neat!  I can only imagine how difficult it was to get the drawing-recognition program to work in such a short amount of time!