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I realise 2 is a difficult one from a design point of view, even though it's easy enough to implement. So with GET ALL and TAKE ALL in Adventuron, each successful action increments the tick counter and runs on_tick{}, whereas the turn counter is only incremented after all the successful actions. (At least I think that's what the doco is saying.)

In my game, I did the following:

>SCORE
You have scored 10 points in 107 turns.
>DROP ALL
You drop the aaa.
You drop the bbb.
You drop the ccc.
You drop the ddd.
You drop the eee.
>SCORE
You have scored 10 points in 112 turns.

That's perfect from the scoring point-of-view! If I want to avoid the extra background messages (not shown here) that are intertwined between each DROP, I'll just have to do something clever in the on_tick{} routine. I won't bother, but it's nice to know for the future.