First, this kind of game always interests me
Do you know about Eamon, mostly useless? This is an engine designed to mix RPG stats and text adventuring. It started on the Apple II circa 1980. The engine concentrated mostly on the RPG side, and due to memory restrictions, there wasn’t a lot of room left for people to work in puzzles in general. Some games were all combat, some mixed combat and puzzles, and a few gutted the combat programming to make room for puzzles. Though there was a hub (The Main Hall) and you could take your character from one adventure to another (impressive in 1980), every adventure was user written, resulting in no cross-adventure balance and general massive erratic-ness. That said, it was lots of fun and often wacky. With at least 260 adventures written for it over more than a decade (type ‘Eamon’ in IFDB), I imagine it remains the most developed for text-RPG hybrid that has existed.
To help folks play Eamons easily today, Frank Black has created Eamon Deluxe, an all-in-one MS-DOS port of the Apple II Eamon system for the emulator averse. Whether on Mac or Windows, you just double click the app to run it. It comes with the Ultima graphics style Main Hall hub plus hundreds of the original games. This is the best and easiest way to play Eamons today.
This is basically an informational post by me. Your game already sounds like it wants to be more in-combat tactical than Eamons have ever been able to, even with little combat.
I feel with making a combat game today, en masse you’re up against the highest number of prejudices that text gamers can bring to bear A lot of the player’s bill of rights stuff is inherently anti-combat. Learning from dying. Some people don’t want a dieroll to determine anything. UNDO is combat’s enemy, etc. I think maga already summed up the challenges pretty well in this topic.
I notice the tactics thing in boardgame culture, too. I grew up with Talisman, Dungeon, lots of Games Workshop games. If you read a lot of reviews of Talisman written by younger boardgamers playing it today, they’re always complaining about how random it is. I never even thought of it that way. All I can say is I’m personally fine with chance that’s well-incorporated into the overall design, but I think I’m now part of a minority in this respect.
I released my own text, combat and puzzles game Leadlight in 2010. It’s based on the Eamon engine (but a significantly modified version of it). There are definitely a lot of puzzles in it, as evinced by the size of the cluesheet. And as much combat. Based on survival horror console ideas, the strategies for combat are based on what you do outside of combat - building your character’s equipment, finding and rationing sources of health, picking your fight order. It is definitely about learning from dying and optimising your play. It was in IFComp where I now know people don’t have time to contemplate as much strangeness as the game already presented in that context (being on the Apple II, in an emulator, with combat) and also replay a game during comp time. That said, a lot of people managed to barrel through with brute-force saving and reloading within combat!
I doubt you’ll want to emulate it, but I obviously invite you to play it. Except if you wait a little bit, a new version of it will be coming out. So don’t play it yet