adipson 2016-04-20 06:16
yeah ! commodore 64 time ! :)
Foon → Ludum Dare Explorer → LD35 → Morphing Maze
By agausmann
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2115 | 17 |
yeah ! commodore 64 time ! :)
Always fun to play a little text adventure. It is okay, but lacking most of what really makes this genre shine, that is, some kind of puzzle element (random rooms took that from the game) or humor or an exciting story the player has to piece together. While the mechanics were alright, the game got repetitive fast and it was basically luck if you found the keys you needed before getting lost.
In fact, the second time I played (in which I beat the game), I kept track in notepad and just methodically went about the rooms until I randomly found the exit. Kind of underwhelming, but alright.
Also, at some point I tried going east and got a null pointer exception on my command prompt. It didn't actually mess up the game (simply showed up as no room being there), but you should probably check it out.
I always have a soft spot for randomly generated mechincs in games, so I like it.
The content was lacking, so it became a little repetitive fairly quickly. Perhaps a graphical element would make this easier, with a map that fills in.
I know the content is lacking, but I appreciate the algorithm itself, and that's why I like it.
I like text adventure games, so it was nice to see one as a LD game.
The game could be improved by adding some of the "standard" parser conveniences, for instance allowing the user to type the first letter in the command (instead of the entire command), adding all visible exits to the "what" command, and executing the "what" command automatically when entering a room.
I enjoyed seeing the different mazes the algorithm produces. A trick to make the maze seem less generic could be to have a few "unique" room-descriptions, assigned randomly to rooms (in effect creating "landmarks" in the maze). This could also be combined with "shape-dependant" generic descriptions, i.e. assigning "a corridor turning sharply" description to a room with a North and East/West exit, for instance (these descriptions could then be assigned after the level generation).
The energy mechanic added a nice sense of urgency to the maze exploration - perhaps the player should be warned, when he is about to starve to death.
I like text adventure games, so it was nice to see one as a LD game.
The game could be improved by adding some of the "standard" parser conveniences, for instance allowing the user to type the first letter in the command (instead of the entire command), adding all visible exits to the "what" command, and executing the "what" command automatically when entering a room.
I enjoyed seeing the different mazes the algorithm produces. A trick to make the maze seem less generic could be to have a few "unique" room-descriptions, assigned randomly to rooms (in effect creating "landmarks" in the maze). This could also be combined with "shape-dependant" generic descriptions, i.e. assigning "a corridor turning sharply" description to a room with a North and East/West exit, for instance (these descriptions could then be assigned after the level generation).
The energy mechanic added a nice sense of urgency to the maze exploration - perhaps the player should be warned, when he is about to starve to death.
Fun idea and I always love text adventures, I kept track of the rooms with a pencil like Ghust, I think with a bit of polish it could go a long way. Was fun =)
I like it to see a text adventure in the game jam, and I always love to see some procedural generation, but the game is currently too simple, the player does not have much to do.
Also, I keep dying, although I have lots of bread in the inventory, because I forget to eat, .
This game doesn't really have a lot of content. I like the idea of a text adventure maze, but it needs something more. Maybe add random notes that you can read to find some lore, or add a story. Or maybe even a monster chasing you, but as it is, it just seems lacking.