With version 1.0.21, things get more interesting. Using a menu that appears in the “Duel01” passage, the player can change his weapon during combat.
It might be interesting to look at the “Duel01”, “Setup Opponent” and “Pick Your Weapon” passages, as well as the $SkipBlow variable (changing your xeapon costs one turn).
This opinion is entirely based on my personal experience, but I don’t think “young folk” care too much about text games in general. Although it’s true that parser games are a harder sell since most people like to play games on their phone instead of PC these days, if you think switching to Twine will give you a huge boost in players, I think you may be disappointed.
I do see a bit of revival with text games (especially choice based ones) lately, but whenever I mention them to any of my friends (RL or online), they’ve never even heard of them. Not even the Choice of Games games, which I definitely think has the lion’s share of text games on mobile.
Anyway, that’s just my thought on the state of things. As for porting, I don’t see any reason why it wouldn’t work. Twine is just HTML and JS with some markup to make things easier. I bet you’ll find it’s a lot easier to do what you want in Twine than it was in Inform 7.
One note though: You may want to consider Sugarcube over Harlowe. It’s a lot easier to do complex things in it with JS than Harlowe is.
I’ll second that bit. Most people who want to do more complex things in Twine use SugarCube because it’s a lot more flexible and has a lot more built-in features.
Also, I have my Universal Inventory System (UInv) written for Twine/SugarCube, so combining your combat system with UInv would get people a lot closer to easily making Twine-based RPGs.
As far as the number of people who play Twine games goes, I don’t know, so I’d merely be speculating on that. However, I can tell you that the number of people developing games in Twine has been steadily rising. Looking at the statistics of the r/twinegames subreddit (where I’m a mod), it hit 1k subscribers in Aug. 2017, 2k subscribers June 2019, and is on track to hit 3k subscribers in about two months (source). Or, to put it another way, it took just under 2 years to go from 1k to 2k subscribers, and it’s likely to take under 1 year to go from 2k to 3k subscribers. It’s a promising trend.
I’d be surprised if this didn’t also translate to more people playing Twine games as well.
Furthermore, I see a lot of Twine/SugarCube developers asking for help with a combat system. The more tools we put out there, the more popular the format gets, and the more Twine games there are out there for people to play.
So, thank you for the combat system, Thierry, it’s likely to be a popular Twine tool, though probably likely to be more popular if you port it to use SugarCube as well.