But if you want to create a text-based adventure with an llm writing all the text, you really need to pick an llm that doesn't write like a moron.
"Your stride needs a beat more. (1s — a stabled mount eats the road: a mule halves the beat, a horse erases it)"
Like... what? This is gibberish.
It looks like... there's some kind of movement cooldown system. It seems like a few seconds cooldown (which makes me wonder if there's even a point to it). I take it, then, that the above gibberish is meant to suggest that riding e.g. a horse reduces the cooldown.
So just say that. Add a cooldown bar. Say "A horse reduces the movement cooldown."
A new player does not know what systems, features, and options are in your game. And when the game attempts to describe Every Single One of them in some kind of egregiously moronic poetry, it does not work.
I can tell that the entire game is going to be like this, and I'm simply not going to waste the effort. This isn't some kind of high literary writing where there's some potential aesthetic benefit to someone putting in the effort to figure out what the words actually mean. It's just appalling bad writing with no purpose.
Thanks for the honest feedback. Fair hit, though I'll own it fully: the word soup was me, not the LLM. Those system messages are hand-written, and I was trying to keep them in-world. You're right that it made them a hindrance instead of flavor.
Your example is already fixed, as of today: that message now reads plainly, there's a visible cooldown bar like you suggested and honestly, after sitting with it, I removed the movement cooldown entirely. It was there to slow people down and it wasn't earning its keep. I also went through every system message in the game against a new rule: flavor can set the scene, but the mechanics get said in plain words, with real numbers and real commands.
On what the game's actually going for: it's not meant to be a quick hack-and-slash. It plays like an old-school MUD, all of that free, forever, but when you want to invent an art, skill, or spell that only you know, that's where the LLM comes in as a DM: for when a human GM isn't around, or you just want to roleplay solo. Everything gets written into a persistent world ledger, so any GM, human or AI, can reference it and call back to it later.
If you're ever willing to give it another fifteen minutes, I'd genuinely value a second pass.
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Concept sounds kind of neat.
But if you want to create a text-based adventure with an llm writing all the text, you really need to pick an llm that doesn't write like a moron.
"Your stride needs a beat more. (1s — a stabled mount eats the road: a mule halves the beat, a horse erases it)"
Like... what? This is gibberish.
It looks like... there's some kind of movement cooldown system. It seems like a few seconds cooldown (which makes me wonder if there's even a point to it). I take it, then, that the above gibberish is meant to suggest that riding e.g. a horse reduces the cooldown.
So just say that. Add a cooldown bar. Say "A horse reduces the movement cooldown."
A new player does not know what systems, features, and options are in your game. And when the game attempts to describe Every Single One of them in some kind of egregiously moronic poetry, it does not work.
I can tell that the entire game is going to be like this, and I'm simply not going to waste the effort. This isn't some kind of high literary writing where there's some potential aesthetic benefit to someone putting in the effort to figure out what the words actually mean. It's just appalling bad writing with no purpose.
Thanks for the honest feedback. Fair hit, though I'll own it fully: the word soup was me, not the LLM. Those system messages are hand-written, and I was trying to keep them in-world. You're right that it made them a hindrance instead of flavor.
Your example is already fixed, as of today: that message now reads plainly, there's a visible cooldown bar like you suggested and honestly, after sitting with it, I removed the movement cooldown entirely. It was there to slow people down and it wasn't earning its keep. I also went through every system message in the game against a new rule: flavor can set the scene, but the mechanics get said in plain words, with real numbers and real commands.
On what the game's actually going for: it's not meant to be a quick hack-and-slash. It plays like an old-school MUD, all of that free, forever, but when you want to invent an art, skill, or spell that only you know, that's where the LLM comes in as a DM: for when a human GM isn't around, or you just want to roleplay solo. Everything gets written into a persistent world ledger, so any GM, human or AI, can reference it and call back to it later.
If you're ever willing to give it another fifteen minutes, I'd genuinely value a second pass.