Bardolf's Curse by mrjoshuamclean
Bardolf Malgerius, corrupt advisor to King Nichol, has put a curse on the castle. It's up to you, a mere squire, to stop his dark magic and escape.
A work of interactive fiction crafted with Inform 7, Bardolf's Curse is playable in full online. Be sure to check out the Introduction to IF and IF Postcard if you're new to interactive fiction.
Use of theme is simply inventory limitation. Would have opted out of the "theme" category if I could. >_>
- Release 1 (Compo): Please rate according to this version, as this is a COMPO entry. In addition to the traditional bugs of a game made in 48 hours, this version lacks several items listed in room descriptions. If something is there but you can't examine it, chances are I didn't get around to describing it, and it's not important. So the Compo version is--in a way--easier than intended.
- Release 2 (Jam): Over 70 things added with revised room descriptions, improved clarity, a few additional actions, and an alternate (bad) ending. Not finished by a long shot, but a significantly improved version.
Thank you for playing, rating, and providing feedback!
Cover art is by my beautiful fiancee Kate Goebel. There's no art in the game, so it still qualifies. Right? Right. :)
| HTML5 (web) | http://mrjoshuamclean.com/bardolf/compo/ |
| Source code | http://mrjoshuamclean.com/bardolf/compo/source.html |
| HTML5 (web) | http://mrjoshuamclean.com/bardolf/jam/ |
| Windows | https://joshua-mclean.itch.io/bardolfs-curse |
| Original URL | https://ldjam.com/events/ludum-dare/42/bardolfs-curse |
Ratings
| Overall | 397th | 3.314⭐ | 45🧑⚖️ |
| Fun | 484th | 3.012⭐ | 43🧑⚖️ |
| Innovation | 449th | 3.024⭐ | 43🧑⚖️ |
| Theme | 657th | 2.705⭐ | 41🧑⚖️ |
| Mood | 155th | 3.402⭐ | 43🧑⚖️ |
| Given | 46🗳️ | 47🗨️ |
I used to play some text based adventure games in my early childhood. This is nice throwback into nostalgia. The writing seems decent and tickles my imagination. Some commands like "ascend" or "descend" could be useful as synonyms for "down" and "up".
The more I play the game, the more I end up wanting to build more of the "mental map" of the world. This is a sign of good writing. Well done!
I do not see where the theme comes into this (I guess it comes later in the game), so I refrained from voting for Theme.
Really good writing you've got there!
I had some issues guessing which commands would advance me, but this could also be my lack of experience in games like this. Great job with this!
Regarding the theme... I was a bit confused and annoyed by the limited inventory space; it just seemed to get in the way without bringing much into the game (maybe there were inventory management puzzles later on). However, I think the main problem was that it was not explained really well; for a long time I was stuck at only being able to hold up to two items (not including clothes), but at some point I was able to grab a third; I don't know if that was because of wieght/space constraints, because I was wielding one of the previous objects, or because there were key objects that didn't "take space".
Another thing, while the map was fairly compact for IF standards, I felt it could be a bit too large for newcommers to IF, especially with such... empty first few rooms (not many descriptions to see). I think it might be slightly more suitable to go for fewer, but "denser" rooms. Still, this really is a design decision, so there's no right answer; it's also a lot due to developing under time constraints; I'm sure given enough time there would be descriptions for absolutely everything.
Oh, I loved the additional commands page. I wasn't sure what to do with the short tree (which I think was basil?) so maybe add what actions you can use with trees? I tried "cut tree", "take leaves", "harvest tree" etc. Take into account many of us are second language speakers of english, so our vocabulary might not come as naturally as for others. Also, I think I've seen some IF games were interactable items are [HIGHLIGHTED]. It might help newcommers, especially if there's no description for many of the implicitly described objects (windows, door, etc).
Anyway, it felt like a really solid foundation for an IF. The map is pretty nicely set up, and the puzzles seem interesting enough (I did manage to get out of the chapel). The writing is solid, and the plot is well-suited for an interesting IF (few characters, a key objective, a well-thought setting). There's also an impressive amount of work for just 48 hours; the rooms felt a bit empty, but the key parts of a rather large adventure were there. It seems like you made great use of your time. Great job!
@wrenpirate You're probably looking for USE [thing] ON [person]. I think GIVE [thing] TO [person] works too? Don't remember.
@garris and @keppu Agreed on the ascend/descend! I'm always talking about how the stairs ascend and descend, so I should let the player match that language.
@endurion The theme was as simple as inventory limitation. Kind of ignored the theme for this one. XD
@ratherjolly If you're interested in writing interactive fiction, Inform 7 is a great system. You write all the stuff in natural language. Something like this is actual working code: "The garden is a room. A container called the bag is here. Inside the bag is a pile of dirt."
@agecaf Yeah, the weight limit was a bit tacky, but I needed *something* for the theme. :stuck_out_tongue_closed_eyes: More options for verbs is of course a must. I covered GRIND in the help text, probably should have also covered PICK. Love the idea of highlighting important items. That whole puzzle was a trick to figure out between making it too obvious and not obvious enough. Such is the pain of text adventures. :grin:
Thanks again everyone!
"We'll have none of that!"
5/5
I played the compo version and am rating accordingly. Your most recent comment seems to acknowledge the issues I noticed. I'm gonna give you jam version a try and see how that goes!
Again, nice to see IF/Inform here. Have a great LD!