Good feedback everyone, thank you.
To respond to a few of the points:
First off, it seems my prose could be more informative to improve game play and avoid end game confusion. I was mostly focused on demonstrating the various features of the engine with a silly example story, so I didn’t put enough thought into the prose. I can go back and try to make some parts more clear.
Second, on the ending(s), my intent was
to have 2 possible endings - finding only one marble (either one) gets you the tea-drinking ending, but finding both (before showing them to Harry!) gets you the bonus ending.
Did you realize that there is a “roll back” feature? If you hover over any previous story prose, you will see a little “rewind” icon on the right. Click that and it will reset the game to that point in time . So if you are stuck trying to get the other marble, you can roll back and try again.
More specifically, you need both marbles before talking to Harry. If you’ve already showed Harry one marble, you’ll need to roll back to before you showed it to him and go exploring more for the second one, and only then go talk to him.
As for mobile, I haven’t make a mobile friendly view yet, but I am working on that now. In fact I am currently making it so that the author can design any visual presentation they want (with some simple view coding in Elm), which is very powerful. More on that in the next release, but as part of that I will provide a fully mobile friendly view.
I have one question for you - when you get to the end, what should happen? Should it stop letting you click anything and just say the end? Or do you like being able to click around, even if you can’t go do much any more? Ultimately the author can specify this, but I’ve never been sure what works best.
Thanks again for all the feedback! As I finish the next release I’ll have a more serious and thought out piece to show.