Thanks, Lee! Your games were one of the reasons why I thought about making my own engine. I could tell that you put a lot of thought into changing the paradigm of text adventures and it got me thinking… too much, some would say.
The no scrolling decision is something that I have struggled with. I usually ponder these things and play out scenarios multiple times before committing any code. This one has me stumped. Every UI should eliminate scrolling if possible so I don’t dismiss your decision easily. I’ll have to give it more thought, but I like the idea of keeping the location description visible at all times.
We definitely want to keep the “aha” moments. That’s the dopamine rush every adventure game should reach for. Hints that nudge, but don’t push, should be strove for.
How do you help, but not insult a player’s intelligence or spoil a puzzle’s solution? Hmmm…
And I saw it as you type the whole thing, hit enter… and then it underlines what it didn’t understand. It’s not a live thing, but only after the fact. Still, in that scenario, I would add a small⚠️ in front, but I’m not sure what would happen as you change the command. I guess it would disappear as you re-type it. Blazing new trails… gotta love it!
IF competitions sound like the perfect venue for introducing new mechanics to the public.
Oh, and nice edit, Pinkunz! Much clearer!