my other complaint, to much random game overs, you shouldnt get game over, you should be able to go from area to area collecting items, you even said yourself the player likes to survive.
Yeah, Dungeon of Darkness is like that. Quest for the Roguesoft Sword was just a short game made in a single afternoon to keep my promise of releasing something for the exercise.

i dont know about this text adventure stuff, i dont see why this couldnt have been done in v6, where you just explore maps, maybe press space bar to search, you could still have all the text included.
Yeah, I know what you mean, but the main reason is just that I'm incredibly busy and it's less time consuming to write paragraphs than it is to map and program dungeons. I definitely will return to V6 incorporated games once my schedule cools down a bit. Elathondréoth is gonna be great.

The second reason however, is that I
love interactive fiction. I grew up with an obsession of three things: drawing, reading and game design, resulting in textbook upon textbook of paper RPGs:

Most of my games had multi path comic style narratives with puzzles, battles and occasional dice rolls, but some were heavily stat based and incorporated game boards, secret languages and frequent dice rolls:



The largest paper RPG I ever made was over 100 A4 pages in length, while the second largest took up two A5 text books.
Anyways, you've missed out if you haven't played interactive fiction. Hand made games are the best in the world!
