Announcing Text Adventure Literacy Jam 2026

Mentorship is a good thing, but if it doesn’t shake out, IFDB can point you to games you may like that have source available. For instance, here is IFDB’s list for Adventuron. The games are rated very highly on average too so they will be fun to play as well!

I wanted to point to my experiences with Adventuron because I think they were positive, and I don’t think I could have easily written an Inform game for TALJ, even though that’s my main language. So I hope this is a worthwhile digression.

My Adventuron thoughts

Adventuron lets you do Text Adventure things quickly, and it definitely felt like a tutorial for me without ever dumbing it down. The documentation is really good. And learning a new language for TALJ forced me to be in the shoes of, well, someone trying to learn, instead of trying to write My Latest Masterpiece or whatever.

In general I’ve gotten a big boost from playing something and saying “How did the author do that?” and being able to see the source, Adventuron or otherwise.

Speaking with my own Adventuron experiences, it took a few times to get onboard. That may’ve been my own flakiness. The documentation is very good. I just tried one new thing per session. I didn’t worry about complex stuff. For instance, I’d connect two rooms one time, then use one-way or non reciprocal passages the next. Then another time, I’d make a simple graphic, which can always be changed later.

My one big selling point for Adventuron is, it’s very good for people who may not be used to text adventure-y stuff but want to get the hang of it without having to learn a ton of conventions. It has *HELP for the main parser commands, and it has a 2-word parser by default & throwing in something custom makes immediate sense e.g.

match "_ sunset" {
   : print "You can only look at the sunset.";
   : done ;
}
match "magicword *;* magicword" {
   : print "You only need to say the magic word.";
   : done ;
}
match "magicword -" {
   : print "The magic word teleports you somewhere new." ;
   : goto "magic_castle" ;
}

Of course you may wish to add different conditions (e.g. check if you’re in the new place) but this is the gist of the parser. The _ and * and - are slick.

The way it has you define things may be helpful too. At least I found it helped me organize. You have one section for booleans, one for integers, one for strings, one for rooms.

Adventuron has limited power – it doesn’t understand complex data structures, and its collections (substitutes for arrays) require a lot more typing than a[0]++ you see in other languages. But the tradeoff if you’re writing a relatively simple game is positive overall.

One nuisance about Adventuron is if you have

my_string : string "Text stuff."

...


: print "{my_strign}" ;

This won’t throw a compile error. It simply shows blank text where you thought actual text would be. This is nice so the user isn’t constantly nagged during the early stages of creation, but obviously it has problems for the final product.

It would be neat to have something like the “strict” option like in PERL. I had to write a script to track this sort of error down.

Another nuisance is the web interface means you must take a few steps to save your work locally. But it does point you to bugs quickly. I recommend committing the text to source control regularly so you don’t lose work on its web interface.

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Yes, I noticed Puzzlon by Chris Ainsley before - some fancy illustration with puzzle chart, but I didn’t know it’s a separate program, that can be used to create own charts. Thanks.

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I should probably give you all a brief update.

13 people have joined and the majority of those are established IF authors, so that’s a good sign.

We now have 5 prizes and another has been promised. The total value is over US$400. Thank you to all the donors (@Warrigal, @adventuron, @Dooriddle, @g0blin and @Eemaartz). More prize donors would be greatly appreciated, especially non-cash prizes.

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It doesn’t count as guess-the-verb if the verb was used back in 1981, right?

(If you’d prefer game teasers go in separate threads, just say so; I’ve been putting them here in the hopes of drumming up interest in this comp.)

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How did you caption the image?

I use the Markdown editor, so when I paste or upload an image, it appears as something like this:

![image|690x65](upload://k9ItX5qZHccyDV04jx5qg4Csrnr.png)

Then I replace the word “image” (or whatever the filename was if I uploaded instead of pasting it in) with my caption:

![Dialog code defining a "hyperventilate" command. The meaning has been blurred out.|690x65](upload://k9ItX5qZHccyDV04jx5qg4Csrnr.png)

I really appreciate that the forum lets me do everything in Markdown; I’m the kind of person who vastly prefers formatting things by typing out exactly what I want rather than clicking and dragging and using buttons.

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Thank you!

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That rings a bell. What game was that in? I suspect one of the Scott Adams’ Questprobe series. It’s the sort of thing he would do.

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You’re right about Scott Adams! It was a truly unfair puzzle in Savage Island Part 2: before passing through a force field into hard vacuum, you need to HOLD BREATH. But just holding your breath won’t buy you enough time to solve the puzzle: you actually have to HYPERVENTILATE and then HOLD BREATH, to get some extra air in your lungs.

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(You would have to do the opposite. If you try HOLD BREATH, you die because “lungs explode in red bubbling ruin”.)

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Note well that the game for Literacy Jam must be suitable for beginners. So I think there shouldn’t be any very complicated puzzles or such advanced verbs. :slight_smile:

Also the game must contain the tutorial - that introduces the player to the genre and game mechanics. Just a reminder.

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agree that the puzzles shouldn’t be, like, expert infocom difficult. but the games are for beginners, not for children. the puzzles should still be challenging enough to be rewarding to solve.

this is, i think, the hardest part about making a game for this comp - balancing the beginner aspect with puzzle complexity.

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Emily Short, Graham Nelson and Andrew Plotkin all had discussions on the past on different kinds of difficulty.

Emily Short made the point that in a good game (by her standards), the difficulty should like in figuring out the puzzle, not figuring out how to input it. So like you said, having a hard puzzle in a game could be fine (like the game 15 minutes where you have to figure out how your clones’ timelines fit into each other) but having to guess the verb or dealing with unhelpful error messages would not be fine.

Andrew Plotkin categorized games by fairness, with cruel games being those that let you end up in ‘zombie’ states where you can’t win but don’t know it.

Graham Nelson had the Player’s Bill of Rights (which he violated himself quite a few times). I’ll post the whole thing here but put it behind a spoiler so it doesn’t overwhelm uninterested people:

Summary
  1. Not to be killed without warning

At its most basic level, this means that a room with three exits, two of
which lead to instant death and the third to treasure, is unreasonable
without some hint. Mention of which brings us to:

  1. Not to be given horribly unclear hints

Many years ago, I played a game in which going north from a cave led to a
lethal pit. The hint was: there was a pride of lions carved above the
doorway. Good hints can be skilfully hidden, or very brief (I think, for
example, the hint in the moving-rocks plain problem in “Spellbreaker” is a
masterpiece) but should not need explaining even after the event.

A more sophisticated version of (1) leads us to:

  1. To be able to win without experience of past lives

Suppose, for instance, there is a nuclear bomb buried under some anonymous
floor somewhere, which must be disarmed. It is unreasonable to expect a
player to dig up this floor purely because in previous games, the bomb blew
up there. To take a more concrete example, in “The Lurking Horror” there is
something which needs cooking for the right length of time. As far as I can
tell, the only way to find out the right time is by trial and error. But
you only get one trial per game. In principle a good player should be able
to play the entire game out without doing anything illogical. In similar
vein:

  1. To be able to win without knowledge of future events

For example, the game opens near a shop. You have one coin and can buy a
lamp, a magic carpet or a periscope. Five minutes later you are transported
away without warning to a submarine, whereupon you need a periscope. If you
bought the carpet, bad luck.

  1. Not to have the game closed off without warning

Closed off meaning that it would become impossible to proceed at some
later date. If there is a papier-mache wall which you can walk through at
the very beginning of the game, it is extremely annoying to find that a
puzzle at the very end requires it to still be intact, because every one of
your saved games will be useless. Similarly it is quite common to have a
room which can only be visited once per game. If there are two different
things to be accomplished there, this should be hinted at.

  1. Not to need to do unlikely things

For example, a game which depends on asking a policeman about something he
could not reasonably know about. (Less extremely, the problem of the
hacker’s keys in “The Lurking Horror”.) Another unlikely thing is waiting
in uninteresting places. If you have a junction such that after five turns
an elf turns up and gives you a magic ring, a player may well never spend
five turns there and never solve what you intended to be straightforward.
On the other hand, if you were to put something which demanded investigation
in the junction, it might be fair enough. (“Zork III” is especially poor in
this respect.)

  1. Not to need to do boring things for the sake of it

In the bad old days many games would make life difficult by putting
objects needed to solve a problem miles away from where the problem was,
despite all logic - say, putting a boat in the middle of a desert. Or, for
example, it might be fun to have a four-discs tower of Hanoi puzzle in a
game. But not an eight-discs one.

  1. Not to have to type exactly the right verb

For instance, looking inside a box finds nothing, but searching it does.
Or consider the following dialogue (amazingly, from “Sorcerer”):

unlock journal
(with the small key)
No spell would help with that!

open journal
(with the small key)
The journal springs open.

This is so misleading as to constitute a bug. But it’s an easy design fault
to fall into. (Similarly, the wording needed to use the brick in Zork II
strikes me as quite unfair. Or perhaps I missed something obvious.)

  1. To be allowed reasonable synonyms

In the same room in “Sorcerer” is a “woven wall hanging” which can instead
be called “tapestry” (though not “curtain”). This is not a luxury, it’s an
essential.

  1. To have a decent parser

This goes without saying. At the very least it should provide for taking
and dropping multiple objects.

The last few are more a matter of taste, but I believe in them:

  1. To have reasonable freedom of action

Being locked up in a long sequence of prisons, with only brief escapes
between them, is not all that entertaining. After a while the player begins
to feel that the designer has tied him to a chair in order to shout the plot
at him.

  1. Not to depend much on luck

Small chance variations add to the fun, but only small ones. The thief in
“Zork I” seems to me to be just about right in this respect, and similarly
the spinning room in “Zork II”. But a ten-ton weight which fell down and
killed you at a certain point in half of all games is just annoying.

  1. To be able to understand a problem once it is solved

This may sound odd, but many problems are solved by accident or trial and
error. A guard-post which can be passed only if you are carrying a spear,
for instance, ought to have some indication that this is why you’re allowed
past. (The most extreme example must be the notorious Bank of Zork.)

  1. Not to be given too many red herrings

A few red herrings make a game more interesting. A very nice feature of
“Zork I”, “II” and “III” is that they each contain red herrings explained in
the others (in one case, explained in “Sorcerer”). But difficult puzzles
tend to be solved last, and the main technique players use is to look at
their maps and see what’s left that they don’t understand. This is
frustrated when there are many insoluble puzzles and useless objects. So
you can expect players to lose interest if you aren’t careful. My personal
view is that red herrings ought to have some clue provided (even only much
later): for instance, if there is a useless coconut near the beginning, then
perhaps much later an absent-minded botanist could be found who wandered
about dropping them. The coconut should at least have some rationale.

The very worst game I’ve played for red herrings is “Sorcerer”, which by
my reckoning has 10.

  1. To have a good reason why something is impossible

Unless it’s also funny, a very contrived reason why something is
impossible just irritates. (The reason one can’t walk on the grass in
“Trinity” is only just funny enough, I think.)

  1. Not to need to be American to understand hints

The diamond maze in “Zork II” being a case in point. Similarly, it’s
polite to allow the player to type English or American spellings or idiom.
For instance “Trinity” endears itself to English players in that the soccer
ball can be called “football” - soccer is a word almost never used in
England.

  1. To know how the game is getting on

In other words, when the end is approaching, or how the plot is
developing. Once upon a time, score was the only measure of this, but
hopefully not any more.

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Ahh, right! It’s been a while since I did anything with that game, I only remembered the HYPERVENTILATE part.

And not to worry, it’s going to be a synonym for a more obvious command. It just amuses me to have it be implemented.

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I played and reviewed/rated the TALJ games for 2025. I wouldn’t say that I’m a true text adventure beginner player at this point (but I’m not an expert either of course). From a player perspective, my personal advice for the comp would be that, while playtesting/implementing the puzzles to be functional/solvable is probably always going to be the main priority, it really pays dividends to spend time developing interesting characters and plot beats, especially during planning or early in your submission development before the deadline crunchtime.

Not only are “story” and “writing” 2 out of the 6 categories for judging, but I felt a lot more motivated to solve more challenging puzzles or work through parser miscommunication issues when I had an emotional investment in the story. So on my personal wishlist for the event would be games that still prioritize things like character/mood/atmosphere/engaging plot twists among the approachable/beginner-to-intermediate-level puzzles.

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i wasn’t planning on entering anything this year but now there’s a distinct “all the cool kids are entering a game” vibe going on and i am nothing if not easily swayed by the crowd…

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And so you should be!

Join us and show how newcomer-friendly Dialog games can be!

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actually, i had a burst of inspiration and, semi-randomly, jumped in using punyinform. it’s a fairly short game (my personal shortest by far) so a fun play potentially on 8-bit machines.

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This was an amazing reply, thank you. If it wouldn’t be a bother, here are some of my “specs” if that would help with what engine would be best.

I currently use twine but have made little starter projects in quest, questJS, evennia, unity, unreal. I basically am learning how different engines work and haven’t really played with parser yet but I have done a LOT of building for MUDs, so I think I have a decent grasp of core parser concepts! I’m highly aware of how objects (in a broad concept) work and my work to build tutorials means I have paid attention to how new players experience parser games and where they stumble.

Like I said before, there are several live tutorials in an existing commerical mud (aetolia) which I’ve created, stemming from being a new player guide, so I really resonate with the overall “helping new players find/learn this genre” aspect of it all.

I like the idea of adding graphics so Adventuron seems appealing. Your comment seems to suggest there are multiple versions of this engine, however?

You’ve also mentioned several discords - where can I find links to those? Sorry if that’s something obvious and pinned that I missed!

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