Thanks, Ruber! I though it would be fun to write a peaceful and quiet story, as much as I could, anyway!
Recent community posts
I'm stuck too -- specifically, when reading the contents of the book, there's too much text to see the link at the bottom of the page and I can't continue. (Love what I've seen so far though! I think making it full screen will fix the problem?)
Neat idea! I've been curious to see how a hypertext-point-and-click interface would work. I wonder how it would feel if it snapped back to "Look at" after each click? I found it tricky to remember to always select "Go to" every time I wanted to move. I think what I really wanted was a default option that was basically go to for doors/routes, and look at for everything else. But I can't think of what command that could be...
(Nice puzzle, too. That level of interaction with the world is fun.)
This was great! Good story, and good interactions to let the player experience it. The ending hit me pretty hard. My only complaint feels a little silly, but here goes: I think you could simplify the grammar needed. "Reminisce" never stopped feeling awkward to type; I would have liked a synonym, so "r thing" would work. Or maybe it could be combined with your "remember" verb somehow? I'm also a fan of having non-physical things be inform objects: if the lessons were things carried by the player (which couldn't be interacted with except by remembering them or examining them), you wouldn't need another command to be reminded of what they are, just "inventory".
Lovely text editor! It is just what I need for the project I'm working on. I love the simplicity and elegance.
I do wonder if there's a way I can make it even simpler -- is it possible to turn off the suggested words feature, so it stops showing autocomplete suggestions and synonyms? I don't mind the autocompletes as much but I'd like to get rid of the synonyms if possible.
Hey, thanks for the comment! To answer your question -- you got it. If you set the location to the "gully", you'll meet a gargylizard, and if you are defeated (which happens if you set the first line to "won", you'll find the tomb.