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I can see what you meant about the development for this being a disaster.

The game is really short and feels like a test/prototype, there's even a debug console that opens with the game.

The basics are there for a decent text adventure, but there needs to be a lot more content and polish.

Using the examine command causes the game to crash when trying to examine certain things and the way the game ends is very abrupt and doesn't indicate very well that the game is over (I can still type commands after "dying").

There needs to be a text file with the game detailing the commands as it's not obvious what commands will work without looking at the game page and associating what the page says with a particular command to type.

I can't really  gauge how well the engine's been used without seeing other games using it for comparison but I believe a lot better can potentially be done (assuming there's not major problems in the engine).

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Thanks for taking the time to try it.  I vastly underestimated the time it would take, and I had forgotten some of what I learned the first time around trying out the engine, and I had also changed some software on my computer, which seemed to have an effect. The "examine" crash was because I ran out of time to provide files for those objects. The engine can definitely be used much more effectively. Thank you again for the comments and suggestions.

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I'd overestimated what I could do for my game and had to change the idea almost at the last minute.

I'm guilty of forgetting stuff I've learnt too and end up having to go online just to remind myself of things.

That's one of the things a jam does for me at least - reminds me where I wanted to head.