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Ludum Dare 26 — April 26-29th, 2013
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TextAge2, replying to comments

Posted by
January 1st, 2010 4:18 am

dertom says …
Hehe,…nice nice! I really was a big fan of the old c64-textadventure of “The Hobbit”. Would be cool, if you had this effects were the pictures are drawn “realtime” and “real slow” :D But the graphics brought me back to that time…
Good job

I’m glad the game had some nostalgic value for you! The graphics were more of a last-minute thing, so I didn’t develop them that much.

SonnyBone says …
Was that a Joker reference in a text adventure game?
I THINK IT WAS!
I enjoyed the twists and turns here, but some of the text was hard to follow as it jumped up the page after a command.

I expirimented with different ways to pop the text up, and this way seemed best, though it does have its imperfections. During the 48 hours I wanted to make a game with an impressive gameplay, so I lost focus on making the text presentable.

C418 says …
Hm, I think it’s okay. I’m not a real sucker for text adventures. I don’t think I’ll rate it as I didn’t play far.

‘Okay’ is still a good thing to hear!

Cosr says …
That was very amusingly written. Takes maybe a few to many tries to find everything when searching.

Yea, I probably should’ve made necessary items come up more frequently.

Hamumu says …
I couldn’t get past the priest… I even went all the way back to see if the servant would give me what he needed, but either no, or I couldn’t word it right (actually yes, but it doesn’t count). I have to say that even once I understood the concept of how it would make you press enter and that the yellow line indicated it was actually command time, I still CONSTANTLY was typing ignored commands to my endless frustration. Some text adventure conventions would’ve been very nice, like the prompt meaning you can type things, and I for inventory, and the NESW movement. Nice artwork behind the text!

Yea, I might have fixed that had I adequate time to give some thought to this. It annoyed me too, but I was so concentrated on bugfinding that it slipped my mind to fix that. As for the priest, if you got the dagger and the King fell out the window, you can find the necessary item by searching in the loud room.

Hempuli says …
I can guess that it’s hard to make a proper parser-based text adventure in 48 hours!

You bet it was :P

ippa says …
first about your comment: the area you got stuck in was about the only red herring I had in the game, it’s not very hard to jump out of though. Give it another shot, go to the right in the beginning and find the way out from there, it will take 3 minutes of your life and I’ll promise to put a smile on your face in the end :) .
Onto your game: I liked the pixely gfx, the whole setup reminded me of early kings quest but without the animated character. I haven’t played many text-based games, and that might be the reason I didn’t get very far. I tried asking the servant for various things, a key and crown being the first ones :) .. but he didn’t seem to understand anything I said. I would love some tips there, is it “give me the key”, “get key” or just “key” or any other combination.. nothing seemed to work. While the gfx was nice I got really hard to read on certain backgrounds, maybe putting it in a black box at the bottom would have helped with that. Or even better, in a full-length black box at the right side.
I really wished I could have gotten further on this one since it seemed like you put some serious work into it.

The servant is actually there just for kicks, sort of meant to be a little bonus. No, you can’t actually get anything from her except some backstory. (Ask her about dragons, the king, the queen, who you are, etc.) In order to find items to progress with the game, you’ll need to search for them in a couple of places. Hint: the copper key can be found in the loud room.

I got a lot of positive feedback on this game! Thanks for the comments guys, and I hope you enjoyed playing it as much as I did making it :)

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