Things I immediately enjoyed:
- I like having the visual aid image to contribute to that mental-GPU requirement of text games. gives folks a bit to play off of in their minds while visualizing stuff.
- the loop of picking up a quest, receiving a blessing, and heading to the dungeon feels good and I like the idea to take a better buff at a higher cost!
- I dug the information display for the player, it's nice to see character stats without having to do a health check action
- the action choices box was a nice touch as well, though I do feel new-line separation of options would be helpful
- overall very much feels you've accomplished the text-based-game feel with some extra helpful visuals, a nice change
General Notes:
- typing out the whole words can sometimes feel repetitive when walking around a lot and in combat, a shortcut system where you only need the first letter for directions would help '(f)orward/(b)ack/(l)eft/(r)ight/(u)p/(d)own' etc.
- also it felt like things had a LOT of health first thing, i'd almost rather have less health on player and enemy side to have fights feel more impactful and go a bit faster.
- found a couple capitalization and misspell issues but that's to be expected , some were kinda early on though.
- it'd be cool to be able to press up/down on arrow keys to scroll through previous entered text, especially during combat
- I couldn't destroy or make an offering to a strange altar I found in my first dungeon run, no reasons were given why that I could see, seemed like it just ate the input and didn't respond. i was able to "break" one later but not destroy or pray
- feels like it takes a decent chunk of time to load between steps of the game, finding ways to optimize that will help out the experience a LOT
- something about inventory->weapon->equip->picking an item feels odd to me and took a sec to get used to. I'd rather pick an item from a list and then say if i'd equip, discard, etc.
Overall I'd say this is definitely a great start, just keep workin' on it! 😀