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October 2024

Text-Based Adventure Game

A simple adventure game built in Replit, extended with an inventory and damage system.

gamereplitjavascriptadventurestate-management
Hero image for Text-Based Adventure Game

// Challenges

This one was easy for me thanks to prior coding experience, so the real challenge was deciding how far to push it past the minimum spec. I ended up adding an inventory and a damage system to make it actually fun.

// Skills Used

Coding Replit Game design State management

// Outcome

A working text adventure with inventory and damage mechanics. Reinforced that I enjoyed coding enough to keep pushing into harder projects later.

Brief

The minimum spec was a small text-based adventure built in Replit. Player picks a path. Game prints text. Player picks the next path. Simple branching choices.

Process

Hitting the minimum spec took about half a class period. Coding is something I’ve done for years, so the structural part of “if this choice, print this, ask for the next choice” was familiar. The interesting question became what to add on top.

I gave the player an inventory that persisted across rooms. Pick up an item early, use it later to unlock a path that’s blocked without it. Then I added a damage system. Some choices subtract hit points. Run out and the game ends. The combination of inventory and damage turned a flat branching script into something that actually has stakes.

I kept the architecture clean. Game state lives in a small set of variables. Each scene is its own function that reads state, prints the right text, and calls the next scene. That separation made it easy to add the inventory and damage on top without rewriting anything.

Skills Built

  • State management. Holding game state in clean structures rather than letting it leak everywhere is a habit I’ve kept in every coding project since.
  • Going beyond the spec. Minimum specs are starting points. Pushing past them is where projects get interesting and where you learn the most.
  • Game design fundamentals. Stakes, scarcity, and player choice are what make a game more than a flow chart.

What I would do differently

I would write a small text engine that loads scenes from a data file instead of hard-coding them in functions. That would let me focus on writing the story and balancing the gameplay instead of editing code every time I want to change a line of dialogue.