Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

A 'look' command that gives you layout of the room (available directions, interactables) is a must for these types of games.  It's easy to get lost otherwise.

Talking to interact might work better without the leave command.  'talk' to get the options, 'talk #' to select.

up, down, left, right is semi-abnormal text adventures.  NESW is more familiar. (Game also swaps between the terminology, which is confusing.)  

I'm not sure if I missed it, but there needs to be some way to interact with things before you have the proper tools.  For instance, the bat gives no indication of how I should draw it.

The console refreshes after each input, which isn't ideal.

If I have a key, I shouldn't have to use it on a door to open it, it's an unnecessary extra step.

After an item is out of use, it should be removed from inventory.  (gets pretty bloated later on)

Bugs:

You can take an item multiple times in a row.

Running execute on the bat does not check for the ram. (execute id_key anti_hacker_bat works)

Spaces aren't trimmed properly (' go right') fails.

I only gave a mousecord to the tavernkeeper, and still got the password.

After killing Frank (spoiler), inputs stop working, and no other output is produced.  Is this game over?


Otherwise GG's, impressive quantity of writing for the time constraint.