I wanted to write my text adventure, but I'd offer reader to have multiple options, especially for those who are not really practical with english (includes myself ^-^).
I wanted to write my text adventure, but I'd offer reader to have multiple options, especially for those who are not really practical with english (includes myself ^-^).
For the creative side I would recommend trying out all kinds of things. Should your player be able to get stuck/into a dead end? Will players play once or many times. Can you "win" your game or is it more of a narrative? How do you want the player to feel!
For some more specific ideas, think about how your game branches. Branching and decisions in games are far trickier than they might appear. Too subtle and the player misses the choice entirely. Too in your face and they become boring ("kill the baby" vs "save the baby", gee I wonder which one takes me down the evil path)
Also, merely asking a question or giving a choice can influence the player. If you ask "who is the killer?" and give a list of suspects, one of them must have done it, even if the player never considered it. The question also assumes the player knows there was a murder and gives that away if they hadn't worked it out yet.
https://www.inform-fiction.org/manual/DM4.pdf
Crimes Against Mimesis was a famous tract in its day. I don't know how things have moved on since then.
https://www.rickandviv.net/index.php/2004/08/18/crimes-again...
Happy to share anything you'd find helpful. The big takeaway for me has been, you're going to want to graph out the impact of choices before you write the story. If you know the flow of decisions, then that gives a much clearer structure than trying to write the story first and then create branches off it. I think the reason is that it sets a much tighter scope for the writing doing it that way, whereas if you write the story and then find ways to branch it, the scope for that is functionally infinite.
Got any specific questions?
Compare Anchorhead, Devours, Spider and Web... with most point and click games.
The Interactive Fiction Wiki is a nice place to start:
https://www.ifwiki.org/Main_Page
And if you search for something like "interactive fiction tips" you'll find tons of resources.
https://philipphagenlocher.de/post/video-game-dialogues-and-...
(introduces an interesting and useful way to think about dialogues, in my opinion)
https://philipphagenlocher.de/post/data-aware-dialogues-for-...
(further expands on the ideas of the first blog post, automatically ensuring that some properties that might be desirable)