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Adventure 4's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun gameplay | #9 | 3.606 | 4.417 |
| Creativity | #19 | 3.266 | 4.000 |
| Overall | #25 | 2.654 | 3.250 |
| Sound design | #34 | 1.089 | 1.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I had a lot of fun with this one. RPG's are one of my favorite genres and it was a delight discovering just how much there is with this game. First of all the menu system is very slick and works really well with NVDA, this is something that very few terminal UI's get right if they have actual menus with a highlight you can move. For the game itself I had a lot of fun discovering all the interactions. Having the wise old man following me around after I decided to attack him, thinking I can pick up these rocks later only to have the goblins bash me with them and then having more guards swarm into the king's chamber making me realise I probably should have saved more often. I'll be definitely coming back to this one to finish it.
Just rated the game, I still haven't beaten it, but I absolutely love it. wish there was an n/a for sound design as I ended up having to give that 1 star when there of course wouldn't really be any in a text game, unless you added some later.
I'm glad you enjoyed!
This is the kind of game that I always wanted to make growing up, and always felt kinda daunting - it's so cool to see a text based RPG come to life, and this was no exception! Great job on the submission 👏
Thank you! It was daunting at first, but once I got all of the systems implemented, making new content was really quick.
Great submission. I made it to the forest crossroads in my first sitting. There is a lot of detail here that makes me want to come back and explore more. It’s a great RPG system that worked perfectly with NVDA. The mouse controls were a nice touch too. I’d love if the menus looped around with the up and down arrows, or if a key like Backspace would take me back a screen, to save some time in the menus. The readouts during battle can get repetitive depending on your build or the enemy. I’d almost reach for using pronouns like you or it after the first mention of a character to tighten it up a bit where it makes sense. Nice work!
Backspace to automatically go back a menu is a great idea that I hadn't considered! I definitely need a way to improve the readouts. I'm thinking of cutting out a lot of information. For example, an enemy attack may be as short as "Goblin attacked Player. Dealt 5 slashing damage. Applied Stun." But I'll do more testing to find a good balance between detail and brevity.
Great game.
Oh man this is really well put together! Only thing I would have loved different was a little symbol or something telling me if I haven't been to a specific region.
I'm glad the theme inspired you to make something so tied to you!
I was hoping to implement something like this before I ran out of time in the jam, as my testers pointed out difficulty in exploring the map. But, you don't have time for everything!
Thanks for the amazing theme, and organizing everything!
Oh I'm just a co host, thank you for making a great game!
Makes perfect sense, hopefully you keep at it!
Wow, love the level of detail in this world! My first adventurer perished just south of the forest. I really like the dream mechanic, really surprised me and made me wonder how i can take advantage of it as the map expands! I'm excited to revisit this sometime and hopefully make it deeper. Really excellent text adventure, lovely work!!!!
I'm glad you enjoyed!