I think you misunderstood. I was able to figure it out by itself and found it a pleasant game. Though if I recall, there were some quirks. (E.g. I'd prefer it holding onto the road building state after button release rather than clicking the option again)
DrDoctor1992
Creator of
Recent community posts
Right I'm back at this. I've pushed a major update that changes many things. Firstly to clarify, the farm scene was meant to have only a cow but forgot to replace all instances of goat to cow. However I've turned it into a mini joke if you decide to look or talk goat in the farm. I've also added a puzzle there blocking the gate which wasn't the original idea but thought I go with your guess about that scene. I believe you should be able to take infinite apples from the market. And yes there were dialogue you missed out from the troll who would introduce to you as Steven and wants an apple. There were also some navigation issues I fixed up. If you missed it, there should be a riverside north of the crossroad west to the church. That should be accessible now. And to give you a hint, the game requires you to have two items in your inventory to dig the barrow, a helper, and permission from Lord Higginbottom who is at the riverside.
Since there are a number of changes, I'm slightly worried that your save files may not be as compatible. Fingers crossed.
Also I've reverted back the screen clear so the scrolling bug may return but you can clear the screen yourself by just typing "clear". As far as I understand, the Adventuron engine uses a DOM based layout on the web which is difficult to get scrolling right on browsers. They've considered a Canvas-based renderer for some time https://github.com/ainslec/adventuron-issue-tracker/issues/90
Tbh I don't particularly enjoy developing in Adventuron and kinda regret what was meant to be a quick side project has turned into a bit of a time sink. Still, I'm looking to iron out the issues to have a coherent experience from start to finish. Let me know how it goes
Hi thanks for checking it out. The base resolution of project is 84x48, upscaled on Itch settings to 840x480. ALL UI systems were made in Control nodes and Tiny font was set to 5. Not alot of words can fit/wrap into the size of the box so dialogue was deliberately split into each wait for press event.
Thanks! Yea ran out of time to properly implement sickness. They get about 10% chance of being sick at each new day. They do sometimes get ill but no visual indication and they'd take medicine like eating food. Doesn't affect stats much but would like to implement fully post-jam. You're correct each of them likes the food of the same colour, more or less. 👍
































