Greetings and salutations. I am totally blind so I can only play the command line version of the game. When new chapters come out, don't forget to update the command line version as well. I'd love to find out what happens next in the story. If you ever make any more command line games, I'll buy them as well. Kind regards, Amin Abdullah.
hey there. I request adding accessibility support for blind people. The easiest thing you can do is search for some unity text to speech library with sapi support and make it read the items, dialogue, stats and everything when you use a shortcut key on the keyboard that you should also code to enable and disable the tts function. We didn't need this in the legacy version since screen readers read terminal output with no problem. But this evolution, we definitely need it, boss. Hope you consider my suggestion and make the game playable and enjoyable by blind people once again. Thanks
hey there. I love the game so m'm'm'm'm'much and i wish you the best of the best of luck, and i hope you don't face the bust of the bust of luck, ever! And i'm serious about this, thanks for making the game accessible, thanks a lot
I agree with crashmaster about more healing items being nice, but I had less problem with the prices in hotels, especially after the money started coming in and after I did a bit of levelling so that spells like power healing started to tell.
I would like to see the spells balanced a bit so that spells like freeze and poison sword were more use relative to their mana cost, since most of the time, the big strike was doing more damage.
With side quests, I actually like the backtracking to previous sections, and given that the forest god quest is not possible to complete in New York, presumably there will be a way to travel between zones, perhaps with that spaceship previously mentioned.
for me, the more areas, and the more reasons to go to both new areas and previous ones, the better.
Actually this could be a fun way of adding extra, none combat stuff, by having either collection quests or item crafting which required you to run around previous areas looking for items.
This is also where enemy loot might be a thing, after all it would be cool if those nasty diamonds could be used to make you some diamond armour, or if you could get spades from spades and thus forge an awesome spade of digging to let you access underground areas.
Why are you having bottles of water and chips costing a lot at the store.
If thats how they are fine, but just put vending machines in the hotels with the same prices while at school, then concentrate on getting cash for items.
2. I'd really like the ability to access my home, I obviously have a lot of stuff I could get myself.
If you want to keep prices up on the hotels then have supermarkets in major citties and dairies about so you can get basic things.
And why the heck is it chips and water.
To go along with the school theme it would be chips and cola.
Later on as you get bigger I'd imagine you would get different things.
Chocolate for example, or musly bars after all you are battling a ton.
When I was a student while I did get fat I lived on bumper bars and large yogurt slices.
If I had time I would have some pasta or a pie but if I didn't large musly slices did at least keep me full for a 2-4 hour session.
Water is probably ok I guess but still.
Hotels usually have cofe making facilities and those would be free.
It also goes without saying that at the hotel you would have breakfast and dinner though so whatever.
At one point I found an 5 star restoraunt and was told I wasn't hungry so didn't go.
If I was travling about I'd take a chance to eat on the way or at least buy something to take along with me.
If you get to a point say you are going to another city or area you can't go back there should be a warning saying you will not be able to get back side quests should also be having this sort of thing, if there are sidequests not completed in an area there should be a double warning saying that there are quests left you won't be able to do after you leave.
On the other hand I guess you could jump back and complete a side quest.
Of course you could have it that you could chance along a sidequest not knowing what the heck it was, and put it in your pack, and realise you had done it for whatever reason.
Thats another point you really should have a bag, I assume you do but whatever.
For a batch game this is quite good, and I do think batch is not something you hear about these days.
Are there any more games in batch you plan to write?
Also how do you betatest your game, I'd really like to do that.
Post game you should be able to go back and forth and finnish side quests.
If you defeat certain monsters like the diamond instead of just going away like it does it should shatter and become gold or be something you can pick up and then somehow exchange as gold or currency.
Maybe it could be used for other things like special upgrades.
There also needs to be protection for the cool effect because once it hits minus something that number canget totally huge till you have lost all your items and then you die, either that or as soon as you reach 0 hp recovery, or below it the effect should wear off.
Unless thats ballenced with you healing say 10-20 hp at the start then dropping as you get less cool to 0 then the effect expires or if you hit the minuses gives you a bit more chance to kill the monster involved.
Right now if I get made cool, I know I have 5 turns to destroy my enemy but if anymore than that well it could become a problem.
Hay, I'm the afformentioned admin jukesy1992 from the audiogames forum. I have some more feedback.
I, like Dark, am absolutely loving this. However, I'd absolutely love if you could do more with some of the scenarios. For instance, in the casino, well, that thing about the Mom (or Mum, as I'm in the UK) working there, doesn't get followed up on. It would have been cool if some sort of encounter could have happened, and maybe get help from the Mum as well, or shock at the character saving the world or something. Maybe something silly, but something cool. Perhaps she could have maybe know all along that something extraordinary was going on, but it'd be interesting to see how she reacts once she realizes her spouse is part of it!
Glad you like the feedback, because yeah, these sorts of games are fun, and the story is randomly bizarre!
Other minigames or alternative puzzles might be nice too, I also really like the sidequests and the need to backtrack and look in other areas for new stuff.
Btw, feel free to give world of legends a play for some ideas, since if we're talking a game with potential, that one definitely qualifies, and there are several moments there that could've done with expanding, especially later in the game.
I will say though, the balance in freshman's adventure at the moment is currently better than in world of legends, even if the game isn't quite as long.
I do wish freeze and poison sword did a bit more damage relative to their mana cost, the big strike, since it doubles your melee damage usually hits harder, or at least hits enough to balance the cost. Protect I is also a great spell, but rather high cost compared to the big strike as well.
World of legends also didn't really feature much for the enemies to do besides attack and poison you either, so the extra effects in freshmen's adventure are pretty cool, I rather liked the being turned into a diamond moment, and occasions when you needed to play slightly differently.
It might be fun if enemies had skills that affected their next attack, EG if an enemy did a super attack that made them take more damage next turn through leaving themselves open, or if an enemy shielded themselves.
either way, really hope a lot more is coming since with this sort of craziness, there really is no limit to where it could go.
Beating up ninja zombie space unicorns from hell?
Fighting the evil polyester haddock king!
Or even just busting up that mean dinner lady in the school cafeteria who always short changes you on lunch portions! :D.
Hi A Freshman’s Adventure gamers! Just in case you were wondering, yes, there is a 15 maximum level cap as of Version 1.4.3, this is for 2 reasons. Because it would be harder to test higher levels if there are no stronger enemies, and it’s also so players can’t become ridiculously overpowered for when the next chapter releases. I know, it’s not ideal, but it is what it is. A higher level cap will be introduced in the next update along with the next chapter. Sorry for all the confusion.
I'm the staff writer for the site www.audiogames.net, a site devoted to games accessible for blind and visually impaired people. jukesy1992 (who is one of our administrators), told us about a freshman's adventure.
I'm personally a big fan of actual text rpgs, of which there is a surprisingly small b number (interactive fiction yes, actual rpgs no).
And I must admit this one was fun.
I played right through the game, enjoyed the randomly bonkers story, and liked getting all the levels.
I did notice one section towards the end of New York when the girl who gave you the side quest was called Abby rather than Ashly, but in general the game was fun! I loved getting all the spells and fighting the random enemies.
The only miner issue I ran into, was that I gathered 10 k gold for the forest god in New york, only to find that that side quest isn't possible to complete yet. This also got me up to level 15, and after I got the ability that was supposed to award xp whenever I overkilled a monster, I started getting zero xp for each fight.
Is this because level 15 is the current cap? or is there something else.
Really look forward to seeing more of the game, more spells, more insane enemies and more nutty places to go in the quest to defeat a school bully who is for some reason also an evil soul sucking monster! but hay!
thanks for a great time, and really hope development continues with more chapters of the game and even higher levels.
I'll be adding this to our database of accessible games since its also wonderfully screen reader friendly.
I posted a comment on this game's page explaining the maximum 15 level cap. Basically as of Version 1.4.3, the current maximum level cap is 15, mostly so players don't become ridiculously overpowered for when the next chapter is released. It will be raised more when it is released though!
Also, I've noticed that I've been getting a lot of views and downloads from the audiogames forum, and I've been secretly browsing through the post about my game. It's actually been pretty fun hearing all of the criticisms and nice things said about my game. I wasn't expecting it to become mildly popular on an audiogames forum, but it's still pretty cool!
Thank you for enjoying my game. I've been hoping to add more content aside from just battling enemies all the time, and I've also wanted to add a lot of post-game content as well!
Bravo. I am a blind player. I use a screen reader, called NVDA, on windows, also free,. This thing's playable. You didn't do an ascii map as far as I can tell. THe map acts as a tutorial, and the text reads just fine.
I do have a suggestion. When first starting the game, could you explicitly write a thing at the very beginning making a note to press a key once the current text finishes? I wasn't sure whether to wait, or press a key. The screen would only have to appear once, when first activating new game, just after you've entered username and character name, but just before the main character wakes up. I'm not entirely sure what the screen would say, but it'd be a brief intro just explaining to enjoy the story and press space when each section of the story finishes. Maybe a sort of welcome screen saying you are about to embark on an rpg adventure or something simple like that. As I write this, I'm currently at the Bus Stop fhghting the tumbleweed. So far, I've explored the stats menu, the autosave settings, and all those menus read.
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Greetings and salutations. I am totally blind so I can only play the command line version of the game. When new chapters come out, don't forget to update the command line version as well. I'd love to find out what happens next in the story. If you ever make any more command line games, I'll buy them as well. Kind regards, Amin Abdullah.
hey there. I request adding accessibility support for blind people. The easiest thing you can do is search for some unity text to speech library with sapi support and make it read the items, dialogue, stats and everything when you use a shortcut key on the keyboard that you should also code to enable and disable the tts function. We didn't need this in the legacy version since screen readers read terminal output with no problem. But this evolution, we definitely need it, boss. Hope you consider my suggestion and make the game playable and enjoyable by blind people once again. Thanks
hey there. I love the game so m'm'm'm'm'much and i wish you the best of the best of luck, and i hope you don't face the bust of the bust of luck, ever! And i'm serious about this, thanks for making the game accessible, thanks a lot
Hi.
I agree with crashmaster about more healing items being nice, but I had less problem with the prices in hotels, especially after the money started coming in and after I did a bit of levelling so that spells like power healing started to tell.
I would like to see the spells balanced a bit so that spells like freeze and poison sword were more use relative to their mana cost, since most of the time, the big strike was doing more damage.
With side quests, I actually like the backtracking to previous sections, and given that the forest god quest is not possible to complete in New York, presumably there will be a way to travel between zones, perhaps with that spaceship previously mentioned.
for me, the more areas, and the more reasons to go to both new areas and previous ones, the better.
Actually this could be a fun way of adding extra, none combat stuff, by having either collection quests or item crafting which required you to run around previous areas looking for items.
This is also where enemy loot might be a thing, after all it would be cool if those nasty diamonds could be used to make you some diamond armour, or if you could get spades from spades and thus forge an awesome spade of digging to let you access underground areas.
Hi
I am a user from audiogames also.
Enjoyed the comments to.
Things I want to be changed /adjusted.
1. the gift store.
Why are you having bottles of water and chips costing a lot at the store.
If thats how they are fine, but just put vending machines in the hotels with the same prices while at school, then concentrate on getting cash for items.
2. I'd really like the ability to access my home, I obviously have a lot of stuff I could get myself.
If you want to keep prices up on the hotels then have supermarkets in major citties and dairies about so you can get basic things.
And why the heck is it chips and water.
To go along with the school theme it would be chips and cola.
Later on as you get bigger I'd imagine you would get different things.
Chocolate for example, or musly bars after all you are battling a ton.
When I was a student while I did get fat I lived on bumper bars and large yogurt slices.
If I had time I would have some pasta or a pie but if I didn't large musly slices did at least keep me full for a 2-4 hour session.
Water is probably ok I guess but still.
Hotels usually have cofe making facilities and those would be free.
It also goes without saying that at the hotel you would have breakfast and dinner though so whatever.
At one point I found an 5 star restoraunt and was told I wasn't hungry so didn't go.
If I was travling about I'd take a chance to eat on the way or at least buy something to take along with me.
If you get to a point say you are going to another city or area you can't go back there should be a warning saying you will not be able to get back side quests should also be having this sort of thing, if there are sidequests not completed in an area there should be a double warning saying that there are quests left you won't be able to do after you leave.
On the other hand I guess you could jump back and complete a side quest.
Of course you could have it that you could chance along a sidequest not knowing what the heck it was, and put it in your pack, and realise you had done it for whatever reason.
Thats another point you really should have a bag, I assume you do but whatever.
For a batch game this is quite good, and I do think batch is not something you hear about these days.
Are there any more games in batch you plan to write?
Also how do you betatest your game, I'd really like to do that.
Post game you should be able to go back and forth and finnish side quests.
If you defeat certain monsters like the diamond instead of just going away like it does it should shatter and become gold or be something you can pick up and then somehow exchange as gold or currency.
Maybe it could be used for other things like special upgrades.
There also needs to be protection for the cool effect because once it hits minus something that number canget totally huge till you have lost all your items and then you die, either that or as soon as you reach 0 hp recovery, or below it the effect should wear off.
Unless thats ballenced with you healing say 10-20 hp at the start then dropping as you get less cool to 0 then the effect expires or if you hit the minuses gives you a bit more chance to kill the monster involved.
Right now if I get made cool, I know I have 5 turns to destroy my enemy but if anymore than that well it could become a problem.
Hay, I'm the afformentioned admin jukesy1992 from the audiogames forum. I have some more feedback.
I, like Dark, am absolutely loving this. However, I'd absolutely love if you could do more with some of the scenarios. For instance, in the casino, well, that thing about the Mom (or Mum, as I'm in the UK) working there, doesn't get followed up on. It would have been cool if some sort of encounter could have happened, and maybe get help from the Mum as well, or shock at the character saving the world or something. Maybe something silly, but something cool. Perhaps she could have maybe know all along that something extraordinary was going on, but it'd be interesting to see how she reacts once she realizes her spouse is part of it!
Glad you like the feedback, because yeah, these sorts of games are fun, and the story is randomly bizarre!
Other minigames or alternative puzzles might be nice too, I also really like the sidequests and the need to backtrack and look in other areas for new stuff.
Btw, feel free to give world of legends a play for some ideas, since if we're talking a game with potential, that one definitely qualifies, and there are several moments there that could've done with expanding, especially later in the game.
I will say though, the balance in freshman's adventure at the moment is currently better than in world of legends, even if the game isn't quite as long.
I do wish freeze and poison sword did a bit more damage relative to their mana cost, the big strike, since it doubles your melee damage usually hits harder, or at least hits enough to balance the cost. Protect I is also a great spell, but rather high cost compared to the big strike as well.
World of legends also didn't really feature much for the enemies to do besides attack and poison you either, so the extra effects in freshmen's adventure are pretty cool, I rather liked the being turned into a diamond moment, and occasions when you needed to play slightly differently.
It might be fun if enemies had skills that affected their next attack, EG if an enemy did a super attack that made them take more damage next turn through leaving themselves open, or if an enemy shielded themselves.
either way, really hope a lot more is coming since with this sort of craziness, there really is no limit to where it could go.
Beating up ninja zombie space unicorns from hell?
Fighting the evil polyester haddock king!
Or even just busting up that mean dinner lady in the school cafeteria who always short changes you on lunch portions! :D.
Who knows! But it'll be fun to find out.
Hi A Freshman’s Adventure gamers! Just in case you were wondering, yes, there is a 15 maximum level cap as of Version 1.4.3, this is for 2 reasons. Because it would be harder to test higher levels if there are no stronger enemies, and it’s also so players can’t become ridiculously overpowered for when the next chapter releases. I know, it’s not ideal, but it is what it is. A higher level cap will be introduced in the next update along with the next chapter. Sorry for all the confusion.
Hi.
I'm the staff writer for the site www.audiogames.net, a site devoted to games accessible for blind and visually impaired people. jukesy1992 (who is one of our administrators), told us about a freshman's adventure.
I'm personally a big fan of actual text rpgs, of which there is a surprisingly small b number (interactive fiction yes, actual rpgs no).
And I must admit this one was fun.
I played right through the game, enjoyed the randomly bonkers story, and liked getting all the levels.
I did notice one section towards the end of New York when the girl who gave you the side quest was called Abby rather than Ashly, but in general the game was fun! I loved getting all the spells and fighting the random enemies.
The only miner issue I ran into, was that I gathered 10 k gold for the forest god in New york, only to find that that side quest isn't possible to complete yet. This also got me up to level 15, and after I got the ability that was supposed to award xp whenever I overkilled a monster, I started getting zero xp for each fight.
Is this because level 15 is the current cap? or is there something else.
Really look forward to seeing more of the game, more spells, more insane enemies and more nutty places to go in the quest to defeat a school bully who is for some reason also an evil soul sucking monster! but hay!
thanks for a great time, and really hope development continues with more chapters of the game and even higher levels.
I'll be adding this to our database of accessible games since its also wonderfully screen reader friendly.
Hi darkempathy!
I posted a comment on this game's page explaining the maximum 15 level cap. Basically as of Version 1.4.3, the current maximum level cap is 15, mostly so players don't become ridiculously overpowered for when the next chapter is released. It will be raised more when it is released though!
Also, I've noticed that I've been getting a lot of views and downloads from the audiogames forum, and I've been secretly browsing through the post about my game. It's actually been pretty fun hearing all of the criticisms and nice things said about my game. I wasn't expecting it to become mildly popular on an audiogames forum, but it's still pretty cool!
Thank you for enjoying my game. I've been hoping to add more content aside from just battling enemies all the time, and I've also wanted to add a lot of post-game content as well!
Bravo. I am a blind player. I use a screen reader, called NVDA, on windows, also free,. This thing's playable. You didn't do an ascii map as far as I can tell. THe map acts as a tutorial, and the text reads just fine.
I do have a suggestion. When first starting the game, could you explicitly write a thing at the very beginning making a note to press a key once the current text finishes? I wasn't sure whether to wait, or press a key. The screen would only have to appear once, when first activating new game, just after you've entered username and character name, but just before the main character wakes up. I'm not entirely sure what the screen would say, but it'd be a brief intro just explaining to enjoy the story and press space when each section of the story finishes. Maybe a sort of welcome screen saying you are about to embark on an rpg adventure or something simple like that. As I write this, I'm currently at the Bus Stop fhghting the tumbleweed. So far, I've explored the stats menu, the autosave settings, and all those menus read.