Loved the break of the "fourth wall" by the narrator! As I went along, I pictured a map unlocking room by room, similar to the board game Betrayal at House on the Hill.
I liked the narrator, what a friendly individual, even as I walk into my own doom. It's always nice to have external commentary on adventuring games. It's impressive how once I grabbed the key, I could go back to the door and have it unlock
The narrator was a great implementation. Without it, it would've felt like "Colossal Cave Adventure" but having the narrator definitely makes, what would have otherwise been a wary experience navigating the pyramid, to just hanging w/ my bud, the narrator. The names of the rooms also reminded me of the board game "Betrayal at House on the Hill."
Having a bit of snarky narrator makes for a pretty entertaining read and I enjoyed how it bordered on fourth-wall breaking with that moment of the sneezing. Even though it is simple in its game design, it was fun to explore the different parts of the pyramid, with my some of my choices having clear consequences on the game such as whether or not you take the ankh. I likewise appreciate how if you explore one part and go through certain choices you may not be able to do anything more there.
As I was heading through the diffrent rooms, I was worried that nothing would change even if I found the key in one of them, since I found the key in the second room and nothing changed. However, I was pleasantly surprised that when I went back to the big door, it let me in.
I was pleasantly surprised to see that the narrator was much more involved in the process of telling the story, especially with its comedic undertones. However, I wonder if there was a way to reflect this in the itch.io page / description, as it seemed to be more serious compared to the actual game's tone.
Maybe it was just me, but I definitely was having a bit trouble making sense of the space, probably because everything was Right or Left and not a specific location
A little bit of sound and some visuals can go a long way. Doesn’t necessarily have to be backgrounds either, even just some images of objects you find in the room like the key. This dialogue tree is very fleshed out and could be even better with just a couple of tweaks
I agree. I think overall the game is fun and balances narrative with the joking narrator. I think some good music could go a long way, and some simple images either of the cordiers or objects you find, could be nice.
It was fun try escaping the pyramid and I like that it’s sort of a puzzle where you have to grab items. I think changing the background for some of the rooms would make it easier to signal which rooms the player has previously been in. The ending also caught me off guard, usually the bad ending is taking something that isn’t yours, so it was a fun twist.
The game was a really quick yet very satisfying adventure when you were able to collect all the items to escape. I am curious where the idea to make an adventure game where you could get stuck forever stemmed from, along with the more playful narration. Was it inspired by another piece of media or something more reflective and personal?
With the more comedic take from the invisible narration writing, this game reminds me of Evening Light. Although this game definitely has a lot more intentional comedic humor from the narrator, both games remove the tone of anxiety from such serious situations
This definitely does a good job of trying to bring to life the confusing nature of pyramids and their interior designs. I appreciate the humor that’s added along the way, it helps to keep it entertaining while you try and make your way through the maze.
I faintly remember playing text-based choose-your-own adventure games with an Indiana Jones-type vibe in elementary school and this reminds me of that, there’s this kind of old-school vibe to the aesthetic and and font choice that feels familiar to me
I like the coloration for the inputs and having them imbedded into the narrative. I like the maze like nature of the game how there’s different paths you can choose from. Reminds me a lot of Colossal Cave Adventure.
This is a typical text-maze and I have experienced similar game once in my another class. The background fits the story and it is great to see all the tab-letter are highlighted in different color, which will be less difficult for players to find~
Really good use of rich text and even different typography in some parts to guide the player experience. Great writing, even going a little meta at some points
The dialogue was very interactive, with the text changing depending on what the player had done. It also seemed like the key room had two versions of what the dialogue could be, making replaying it more enjoyable and fresh!
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Loved the break of the "fourth wall" by the narrator! As I went along, I pictured a map unlocking room by room, similar to the board game Betrayal at House on the Hill.
One question: How did you determine what you wanted the setting to be? I think it was great one given the constraints of this genre of game!
I liked the narrator, what a friendly individual, even as I walk into my own doom. It's always nice to have external commentary on adventuring games. It's impressive how once I grabbed the key, I could go back to the door and have it unlock
The narrator was a great implementation. Without it, it would've felt like "Colossal Cave Adventure" but having the narrator definitely makes, what would have otherwise been a wary experience navigating the pyramid, to just hanging w/ my bud, the narrator. The names of the rooms also reminded me of the board game "Betrayal at House on the Hill."
Having a bit of snarky narrator makes for a pretty entertaining read and I enjoyed how it bordered on fourth-wall breaking with that moment of the sneezing. Even though it is simple in its game design, it was fun to explore the different parts of the pyramid, with my some of my choices having clear consequences on the game such as whether or not you take the ankh. I likewise appreciate how if you explore one part and go through certain choices you may not be able to do anything more there.
As I was heading through the diffrent rooms, I was worried that nothing would change even if I found the key in one of them, since I found the key in the second room and nothing changed. However, I was pleasantly surprised that when I went back to the big door, it let me in.
I was pleasantly surprised to see that the narrator was much more involved in the process of telling the story, especially with its comedic undertones. However, I wonder if there was a way to reflect this in the itch.io page / description, as it seemed to be more serious compared to the actual game's tone.
Maybe it was just me, but I definitely was having a bit trouble making sense of the space, probably because everything was Right or Left and not a specific location
A little bit of sound and some visuals can go a long way. Doesn’t necessarily have to be backgrounds either, even just some images of objects you find in the room like the key. This dialogue tree is very fleshed out and could be even better with just a couple of tweaks
I agree. I think overall the game is fun and balances narrative with the joking narrator. I think some good music could go a long way, and some simple images either of the cordiers or objects you find, could be nice.
It was fun try escaping the pyramid and I like that it’s sort of a puzzle where you have to grab items. I think changing the background for some of the rooms would make it easier to signal which rooms the player has previously been in. The ending also caught me off guard, usually the bad ending is taking something that isn’t yours, so it was a fun twist.
The game was a really quick yet very satisfying adventure when you were able to collect all the items to escape. I am curious where the idea to make an adventure game where you could get stuck forever stemmed from, along with the more playful narration. Was it inspired by another piece of media or something more reflective and personal?
With the more comedic take from the invisible narration writing, this game reminds me of Evening Light. Although this game definitely has a lot more intentional comedic humor from the narrator, both games remove the tone of anxiety from such serious situations
This definitely does a good job of trying to bring to life the confusing nature of pyramids and their interior designs. I appreciate the humor that’s added along the way, it helps to keep it entertaining while you try and make your way through the maze.
I faintly remember playing text-based choose-your-own adventure games with an Indiana Jones-type vibe in elementary school and this reminds me of that, there’s this kind of old-school vibe to the aesthetic and and font choice that feels familiar to me
I like the coloration for the inputs and having them imbedded into the narrative. I like the maze like nature of the game how there’s different paths you can choose from. Reminds me a lot of Colossal Cave Adventure.
This is a typical text-maze and I have experienced similar game once in my another class. The background fits the story and it is great to see all the tab-letter are highlighted in different color, which will be less difficult for players to find~
It will be better to leave an empty notebook for the player to take down what they have chosen!
Really good use of rich text and even different typography in some parts to guide the player experience. Great writing, even going a little meta at some points
SPOILER:
(also nice secret pathways)
There are different texts shown when you get into a room several times which is great. Also, I can see clear map system in your game.
The dialogue was very interactive, with the text changing depending on what the player had done. It also seemed like the key room had two versions of what the dialogue could be, making replaying it more enjoyable and fresh!
I think the meta comments about the narrator at the beginning is cute.
*SPOILER*
The fact that the item I stole that was hinted would anger the god was the reason I could escape at all is an interesting twist.