More Advice on Text Adventures.
- Cutie Pie T.T.V.

- Jun 3
- 6 min read
You can have this read aloud with Natural Readers or SPeech notes with the speaker button.
I would encourage you to look through the advice I've shared because much of it comes from my own experience developing and playing text adventure games, especially with Quest. A lot of these suggestions can significantly improve player engagement and usability. One feature I strongly recommend is a settings menu. A settings menu can serve many purposes,
including quality-of-life features such as a room list which was a list of commands that works for the room you are in, accessibility options, and gameplay customization. I can't provide a direct template because the code I use is specific to Quest, but the concept itself is important regardless of the software you're using.
You can add a list of rooms that you can easily get to by tapping or clicking as well.
One thing worth considering is that many text adventure players don't actively seek graphics. As Mudsmith once pointed out, a large part of the appeal is the player's ability to imagine the world for themselves. Because of that,
visuals are often decorative rather than essential. However, artwork becomes very useful when advertising a game. If you're sharing screenshots online, participating in events like Screenshot Saturday, or trying to attract new players, images can help draw attention and immerse potential players before they even start playing.
I noticed this issue with one of my own projects. The writing was solid, but the lack of visuals made it harder to attract new players. The alternatives were creating promotional videos or recording myself playing and narrating the game, which would require editing software such as Sony Vegas Pro, Clipchamp, or Lightworks. There's nothing wrong with creating a primarily text-based experience while still using visuals to support marketing and presentation.
Some text adventures blur the line between genres. Certain games feel almost like point-and-click adventures, while others resemble visual novels. In many ways, visual novels are similar to text adventures, except they rely heavily on artwork and visual presentation.
Quest can even be used to create experiences that move beyond traditional text adventures. You can incorporate visuals, embedded gameplay, and other interactive elements if you want to push the software further.
If you already have artwork available, I think it's generally beneficial to include it. Art helps engage players and broaden your audience. Most of the games I've enjoyed featured some form of visual presentation. While I have no problem imagining scenes in my head, visuals can help attract players who might otherwise overlook the game. This is especially valuable
if your advertising options are limited. If you're feeling uncertain about your project's appeal, presentation can help showcase its strengths. More importantly, though, playing text adventures yourself is one of the best ways to learn how to create them. Experiencing the genre firsthand allows you to identify frustrations and solve problems before your players encounter them.
One thing that often surprises people is that text adventures never achieved the same popularity as books, despite both relying heavily on text. Playing text adventures helps explain why. The genre has unique challenges that aren't immediately obvious until you experience them as a player. This is why playtesting is so important.
For example, every room should contain something meaningful, even if it's small. Empty rooms can make a game feel unfinished. Endings can also become confusing if they're not clearly communicated. My advice is to approach text adventures the same way you would approach writing a novel or visual novel. Strong storytelling and clear presentation go a long way.
The world should also feel consciously interactive. By that, I mean you should imagine scenes in your head first, then write them as vividly as possible. Consider creating supplemental content such as newspapers, journals, letters, and other in-world documents.
These details help bring the setting to life. Music can also be extremely effective. If a text adventure is mechanically simple, music can provide atmosphere and emotional engagement that text alone may not fully achieve.
I've played several text-based games that illustrate this difference. One was a multiplayer city-based game called Torn. It had relatively simple visuals but offered a huge amount of interaction, which made it engaging. Another game focused on survival mechanics. While it had interesting ideas, it wasn't nearly as immersive because the writing was too minimal.
This highlights a common problem in text adventures: many are highly technical in their descriptions. They'll say, "You go here," or "You do this," but provide very little sensory detail. As a result, it's difficult to form a vivid mental image. Players often need more than functional descriptions; they need atmosphere, characterization, and imagery.
Because of this, I would actually recommend studying visual novels and traditional storytelling techniques rather than relying exclusively on other text adventures for inspiration. Your own experiences as a player are valuable as well. In visual games, it's often easy to understand where everything is and what actions are available. Text adventures don't have that advantage, so clarity becomes extremely important.
This is one reason hints are valuable. Consider games like Beneath a Steel Sky and Beyond a Steel Sky. The developers understood how frustrating progression could become, so they incorporated systems that help players move forward. Point-and-click games taught them the importance of guidance. Since I often struggle with puzzles and progression myself,
I appreciate hint systems. Even mobile puzzle games frequently allow players to watch ads in exchange for hints. Players generally appreciate having some form of assistance available when they're stuck.
I also don't think text adventures need hundreds of puzzles. People often approach them the same way they approach books: they're interested in the story. A text adventure benefits more from meaningful player choice and interactivity than from excessive puzzle design. One reason I enjoy AI-generated story games is that they allow a tremendous amount of freedom.
I've always wanted games where I could interact with fictional characters and influence the story however I wanted. As a child, I dreamed about playing in worlds where characters would react dynamically to my actions. Modern technology is finally making experiences like that possible.
If you're making a text adventure, while I wouldn't say play as many text adventures as you can, as you don't have to, I would say play at least 2. Technical writing without story or atmosphere often feels empty. A survival game that only says, "You do this. You do that," quickly becomes repetitive.
A LITTLE Simplicity isn't the problem; lack of immersion is. The world needs enough detail to feel alive. Too much simple dialogue is not immersive -- nor interesting.
If you're using Quest, make effective use of the Ask/Tell system and contextual commands. Not every command needs to work in every room. In fact, trying to support every possible command everywhere can create unnecessary work and confusion. Focus on commands that are relevant to the current situation. This keeps the game manageable while still feeling responsive.
Another recommendation is to write the story first and build the text adventure afterward. Having a complete narrative foundation makes development much easier. If you have ambitious plans involving additional systems, RPG elements, visual components, or external games, establish the text adventure's core structure first. Otherwise, the project can become so complex that it never gets finished.
When designing gameplay systems, be willing to simplify ideas that feel overwhelmingly complicated. Sometimes it's better to cut a feature than spend months struggling to implement it. You can brainstorm solutions, seek advice, research techniques, or experiment with different approaches. Quest itself is remarkably flexible and supports advanced customization through scripting and JavaScript, but complexity should always serve the experience rather than overwhelm it.
Combat systems are another area where caution is warranted. Traditional text-based combat often feels less engaging than visual combat systems. In my experience, text adventures work best when they focus on narrative, player choice, characterization, and exploration. Games like BitLife demonstrate how compelling text-based gameplay can be when players are constantly making meaningful decisions and shaping their own stories.
Finally, presentation matters. A good font and user interface can dramatically improve the experience. During my own projects, I've noticed that typography has a significant effect on how engaging the game feels. Certain calligraphic styles immediately capture attention and create atmosphere. Personally, I enjoy the aesthetic qualities of Chinese calligraphy and related art styles. While fonts alone won't make a game successful, thoughtful presentation can greatly enhance immersion and help your text adventure stand out.
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