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Like Durinde said, the description box gives off the feeling of old-school text adventures. Perhaps you made a draft in Twine or similar before coding this? I don't mind the fetch quests, but I wish there could be a bit less walking and more adventuring. Don't be afraid to put more than one item or character in each location! This game absolutely has potential.

I encountered some buggy behavour when exiting screens in the wrong position. I could enter the temple instead of going to the temple entrance, for instance. And when walking south from my "ex", I ended up trapped to the left of the intended walkable area, with no way out.

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Thanks for the review and the compliment about its potential.  I know twine well but I did not use twine at all during any part of making this program.  I wanted to have text but I didn't want to block the screen at all, older games had that sort of separate text window and I kinda liked that look.  I'm curious as to what you mean by more adventuring, what does that entail?   Putting more then one object definitely is a good idea.

I will look into those movement bugs and fix them when the jam is over.

Oh, there is actually enough adventuring, by which I mean dialogue, items, characters and story progression. What I mean is that by having one or none interactable item/character in each location, the ratio tips in favour of walking around. Explorers and maze lovers may disagree, but I think the main drawback about your game is that I spent more time walking from place to place than solving puzzles or talking to characters. (Which are the fun parts, IMO.)


I asked about Twine (or any other text adventure engine) because it had that graphic text adventure feel that I grew up with, like Magnetic Scrolls, or even Infocom's plain text adventures. (And in those, movement could be very fast, and one item per place was no problem.) I myself like to use Twine as a planning tool, so I was just curious.