this is an interesting reimagining of hangman! really like the use of toki pona as well! but when i first beat the game, reaching the solution felt unsatisfying to me somehow?? even though this is a HANGMAN game in the HANGMAN jam, it didn't really register to me at the time that it was just hangman in a different medium and it wasn't as deep as i was imagining it to be :P
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While making this, I was thinking a lot about the game missile command. The temporary and unsatisfying win conditions were due to this, as well as how the Adventuron game engine restarts after any endgame state and also the "playable during recess" design aspect.
I probably won't make any more games in this engine(I have some long-term topdown action projects started in Godot), but Adventuron is probably the quickest way to get a text adventure game together with a good amount of options.
So I can't figure out what the heck to do with the bookshelf in the east room, chart and spoon. I opened the library and guessed 2 passwords correctly through just "giving it a go". But I can't figure out what to do now. A nice "commands that are avalible" list would be nice. But "help" only tells me how to move and access the inventory.
Edit: I just realized guessing was probably the point considering it is hangman jam.
Thanks for the screenshots! This is exactly why games like this need a playtester, because I didn't try these.
I know the engine I used can do something with
"help (item)" / "commands (item)"
so I'll look into adding some hints in that.
By the way... the door bomb is not a concern for your character. It's probably just a dud anyway.
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