Monophobic Menace by defacid
Angular.js + jQuery Text Adventure Framework
Within a day, this text-adventure framework was born!
Current features:
Stat Handling
Grid-based Map Movement/Creation
Deep Room Customization (The sky is the limit if you have solid Javascript skills)
World Persistance
Everything is open source and I will be periodically updating this with additions, revisions, and completely new features.
Thanks for readings/building/playing!
Also, let me know about any bugs or errors you get. I didn't get much time to test!
I enjoy friendly conversations, so feel free to tweet @defacid and I'll be sure to at least say hi!
- CHANGELOG -
Fixed one of the endings not showing
Fixed "Retry?" links not working.
Within a day, this text-adventure framework was born!
Current features:
Stat Handling
Grid-based Map Movement/Creation
Deep Room Customization (The sky is the limit if you have solid Javascript skills)
World Persistance
Everything is open source and I will be periodically updating this with additions, revisions, and completely new features.
Thanks for readings/building/playing!
Also, let me know about any bugs or errors you get. I didn't get much time to test!
I enjoy friendly conversations, so feel free to tweet @defacid and I'll be sure to at least say hi!
- CHANGELOG -
Fixed one of the endings not showing
Fixed "Retry?" links not working.
| Web | http://defacid.com/LD33/ |
| Source | https://github.com/defacid/LD33 |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=15837 |
Ratings
| Coolness | 30% | 1942 |
| Overall | 2.88 | 690 |
| Fun | 2.53 | 779 |
| Humor | 3.47 | 146 |
| Innovation | 2.76 | 614 |
| Mood | 2.75 | 611 |
| Theme | 2.47 | 859 |
This is very Scott Adams. Which is to say, it contains everything I dislike about retro text adventure games. The prose is perfunctory in the extreme (despite being written in the Year of Our Lord Two Thousand and Fifteen, when gigabytes grow on trees and the poor cast out their excess harddrives), most of the rooms are empty, there are hunger and sleep meters you have to administrate by tediously sleeping and eating, and the only slightly interesting action you can take (at the outset at least) is to defecate on the ground. I was expecting at least some variation in the act when visiting the restroom.
Most annoyingly, you have to explicitly click "look around" in every single room. And not for flavour text or any sort of imagery, but rather just to see where the exits are. In every other game like this I've played, the room description is printed in full on entry, because obviously you're going to need to look at your surroundings.
I get the feeling your game wants me to draw a map of the house in order to figure out where to go and how to unlock the locked door I found somewhere. I'm afraid I don't think it's earned that effort from me. Not when I'm 87% sure it's going to reward me with "The door is now unlocked" instead of actual writing.
I really appreciate the indepth review and you were not tactless at all! I need reviews that really pick apart my games and tell me like it is. :P
As I said in the message I sent you, but wanted to bring up here, I didn't have the time to work on the game as much as I wanted due to some life junk but I'm really proud of the fact that I finished! I spent the whole first 24 hours on the framework, which turned out great, but ended up not getting in ANY of the story or description that I wanted. I had already put in the poop as a joke and just had to roll with that as a real feature. :P
All of your points are valid and I'd definitely say that I would look for more if I was going to delve into a FULL text adventure game made in more than the Ludum Dare time frame.
At the time of this post, I didn't get a reply message yet so: Did you happen to get any or all of the three endings?
Unfortunately I didn't make it all the way through. I don't have any grid paper to make myself a map :P
I really appreciate the feedback and I'll be able to bring that into whatever projects I may do with this tool in the future. I expect that I'll probably just do some cleanup on the framework, make a tutorial game that DOESN'T have poop in it, and then just periodically do bugfixes.
Here is yours:
Should I draw a map where I go, or is it random and I should just survive for as much as I can? :)
It was fun to poop everywhere.