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azure-mystery-mansion's Introduction

lazerwalker

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mursalfk jlooper

azure-mystery-mansion's Issues

Accessibility review

  • H1 heading is not defined on the web page.
  • Language of page is not defined
  • Alt is not defined for the multiple images present on the page
  • Visual contrast ratio is 4.3:1 which is less than 4.5:1 for the multiple controls present on the page
  • Screen reader role is not defined for “envelope” control present on the page.
  • Keyboard navigation focus order is not logical after activating “rusty old car.” button present on the page.

references to 8 keys remain

The attic has an eight keyhole door, and the badge has 8 keys. I think we might add the child's bedroom back in?

Typewriter1 Typo

Looks like there is a typo in the check for the lowercase answer to the first blank:
(unless: $emeraldKey is true)[(event: when ($typewriter1 is "D..." or $typewriter2 is "d...") and ($typewriter2 is ...
The check for the lowercase answer should be looking at $typewriter1 instead of $typewriter2

There's no way out, once you're in!

If you forget the copper key in the envelope, you can't go back outside to collect it. Maybe the envelope should always be in your hand until you collect its key, then it should self-destruct or some such

It's possible to get the game into an unplayable state

Once you enter the mansion, you can't go back outside. However, the first key is in the envelope that's only accessible from the first screen.

Possible solutions:

  1. Display the "you're holding an envelope" text in any room you're in until you open it and take the key (unless: $silverKey is true)

  2. Make it so the end-state doesn't actually care if you have the silver key or not.

Leaning #1, since without the letter, there's no real framing around "what am I doing? why am I collecting keys?".

Automate "go back" links

In the footer: (link-goto: "Return", (history:)'s last)

Gotcha: how do we make sure this doesn't exist on the first screen the user has ever seen?

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