This is a text-based RPG, my first attempt at something totally text-based, and my first time using Ink. Inspired by Schema (a tabletop role-playing system), I wanted to allow players to choose the outcomes of their actions, instead of making them to simply roll for success or failure. I am still in love with the concept, but I think my implementation was subpar.
Anyway, always nice to join Ludum Dare and try to make something different! Thanks for playing!
This is a really cool idea and excellent execution with the way that the text scrolls and flows very fluidly. I didn't miss the design or art too much, but overall UX felt fluid enough to keep the text engaging.
I enjoyed this a lot! The story and dialogue was quite fun, good interpretation of the theme; also the RPG mechanics were a cool addition. Some sound effect would've been nice but I think it works just fine either way.
You have a very good system here. It would be great to expand. It really inspires me to make a text adventure game. This is like the 3rd or 4th one I have played in this game.
@erryndev Thanks! Text display and scrolling is really handled by the tool I used (I also liked it). Someday I hope to try something that is more like a illustrated book than text only.
@brachistosauro Thanks! I agree, some sound would do good for this game. (Not long ago I'd say that sound and text-based games don't mix well, but I have seen some very good counter examples. Sound and music can add a lot of mood and character for an otherwise text-only game.)
I loved the story and the writing. When I first saw the dice system I thought it was going to be too hard for someone that didn't play RPG a lot, but that didn't happen - it worked perfectly and (for me) didn't disturb the story at all.
I missed a little sound though - it would make the game super immersive in my opinion (I just saw you have already commented on this). Also seeing the boat progress (and the mages' agreement) in more real time would add more action (but perhaps disturb the reading? not sure!). Great story! ♥
Great work! This was a lot of fun, though my only real experience with text adventures is Fighting Fantasy/Joe Dever's Lone Wolf (I liked the latter quite a bit as you can see).
I thought the point-based action system was really neat, and great for a jam because it's easy to pick up.
Audio would have been nice, but I see you agree in the comments. Here's a text-based game I played a while back that I thought did audio really well: https://ldjam.com/events/ludum-dare/44/invertebrae
Very good writing! It's difficult to make a text-based game fun, but I think you did a good job. It would have been nice if the character customization had a better user experience, but it's serviceable.
@dennis-magnusson Thanks for playing and for the kind words! The character customization screen is abominable, indeed. I had only about half an hour left and couldn't think of a better way to implement it within the deadline. Now I think that offering a few pre-made characters with different stats each would be better.
that's a lot of writing for a compo game, quite commendable! I do like how the choices and stats make it feel like there's more at stake, helps keep the story interesting
Awesome, I _do_ love text based games! Good writing on this one. Ink seems quite good - I've got it installed, but haven't played around with it enough yet.
Fun story, I happened to mostly do well on my rolls so it was pretty straightforward. Liked the amount of interactions you were able to get in with the mages and also helping the people build the boat.
Cool to see another text adventure in the mix. You took a different approach than I did, which was fun - it reminded me of the old choose your own adventure style books with the skill system. There was at least one spelling error, but nothing major. A little more feedback as to how the skill system works behind the scenes would have been nice, but overall good job!
The writing kept me engaged and the concept of outwitting 2 powerful wizards, destined to destroy the island is spot on with the theme. I especially like how you handled conflict resolution and how you could "buy" outcomes. one thing that was missing was the variety with some actions. for example you had at one point "aim, aim some more, aim a third time." one thing you could do is offer the player points for negative outcomes, like the player could "strain their arm" for an additional point which they could use to buy better outcomes. Overall a great system and a great entry!
Pretty fun game, story was interesting all the way through. I especially liked how the dice rolling system worked, the ability to buy outcomes from successes was clever. If there's one thing I'd change, it'd probably be to change the colors to white on dark grey instead of white on black, since the contrast is a bit extreme. Still, that's a very minor thing. Great job!
@knatt Thanks for playing and for the comments! This “aim, aim some more, aim a third time” thing was not nice, agreed! Your idea of allowing the player to chose negative outcomes to get more points might be interesting to try out in the future. I was also thinking on things like "get an extra point, but lose one skill point for x game hours", as if doing some extraordinary effort to achieve some result.
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The end paves the path for a follow up.
I missed a little sound though - it would make the game super immersive in my opinion (I just saw you have already commented on this). Also seeing the boat progress (and the mages' agreement) in more real time would add more action (but perhaps disturb the reading? not sure!). Great story! ♥
I thought the point-based action system was really neat, and great for a jam because it's easy to pick up.
Audio would have been nice, but I see you agree in the comments. Here's a text-based game I played a while back that I thought did audio really well: https://ldjam.com/events/ludum-dare/44/invertebrae
Really enjoyed this - great work!