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In the built-in Party Line game, the first clickable command result has a typo:

prompt knock on $this

should be

prompt knock on {$this}

otherwise it prints "$this" into the transcript. Only pointing out the nitpick because the example is supposed to teach the syntax.


I put one of your sample games up on Observable to test out the export. It works great! ( Except save game which depends on prompt() but that's easily fixable )


Ah, interesting! I actually rewrote the save/restore interface without prompt() for Gruesome (which, despite being a parser game, uses much of the same engine), so I'll try to make that change to GS soon.


Thanks! Google Chrome folks are out to get things like alert and prompt deprecated. I don't think they should but it's good to not depend on those methods for the engine.


The latest version gets rid of the prompts and uses nice slidey modals instead.


This is amazing! Since it's open source does that mean you might accept pull requests? As a webdev passionate about IF it'd be great to contribute if possible?

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yes, pull requests are welcome! Somebody already spotted and fixed a mistake in the build log.


Awesome! I'll take a look and see how I might help in some way.


I’ve only played with it a little bit but I really love it so far. 

Looks like a great engine! Pity it doesn't support non-Basic Latin names for rooms and verbs...

Deleted 67 days ago
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It's just the internal names that have to be basic letters, numbers and underscores, if that's what you mean. You can set the display names to anything you like:

game Dïåcritics
id diacritics
room hagatna You're in downtown Hagåtña.
thing cajon Cajón
name cajón
loc hagatna
verbs play
verb play cajon
display plåy
prompt plåy {$this}
say It sounds better than Motörhead!

Looks like what I was looking for, thank you!


Exciting! Thanks for providing, I'll have to check this out...


A brilliant idea. I hope this takes off, and will use it if I find the time.